Roguish Archetype - Luminous Archer
While many rogues skulk in the shadows, the Luminos Archers wield the colours of magic to turn the battlefield into a piece of gleaming art. Those who follow this path universally hold the souls of an artist, seeking beauty by way of their magics.
The way of the Luminous Archer is more often than not self-taught, with occasional mentors passing on what they know. There are almost no academies or other places of learning that teach such skills, despite their bright and colourful ways.
Luminous Arrow
From 3rd level you gain the ability to weave a colour of magic into the form of ammunition. Your ranged weapons no longer require ammunition. Instead, when you make a ranged weapon attack with a weapon that would use ammunition you can roll a d8 on the below table. Your weapon attack (and sneak attack damage) deals that type of damage instead of its normal damage type.
d8 | Colour | Effect |
---|---|---|
1 | Red | Fire |
2 | Orange | Acid |
3 | Yellow | Lightning |
4 | Green | Poison |
5 | Blue | Cold |
6 | Indigo | Psychic |
7 | Violet | Force |
8 | Prismatic | Roll twice more, gaining each colour rolled. Prismatic rerolls can stack, but duplicate types are rerolled until all colours are active. |
If you have multiple colours you choose one of them for your weapon's damage type - including ability modifier and Sneak Attack damage, but then make a weapon damage roll (without your ability modifier) for each additional colour and add these damage types on top. A red and orange shortbow attack might therefore deal acid damage as its primary, with an additional 1d6 fire damage on top of the other rolls made.
Eye for Colour
At 3rd level you gain proficiency in Painter's Supplies, and apply your proficiency bonus twice whenever you make an ability check with them. You also have advantage on saving throws against effects that cause the Blinded condition.
Luminous Burst
From 9th level when you hit with a Luminous Arrow, you can use your bonus action to activate an effect depending on the active colour. If multiple colours are available you can choose which one you want to activate, but may only activate one.
Colour | Effect |
---|---|
Red | Your arrow explodes, dealing half as much damage (including Sneak Attack damage) to all creatures adjacent to the target. |
Orange | The target's AC is reduced by -2 until a creature uses an action to wipe off the acid. |
Yellow | The arrow chains to another creature of your choice within 15ft, dealing half as much damage (including sneak attack damage). |
Green | The target is Poisoned until the end of its next turn. |
Blue | The targets limbs are chilled; its speeds are halved until the end of its next turn. |
Indigo | The creature's mind is assailed by visions. It has a -1d6 penalty on the next saving throw it makes before the start of your next turn. |
Violet | The target is knocked prone or 15ft away from you (your choice). |
You also gain resistance to the damage type associated with the colour until the start of your next turn.
You can activate Luminous Burst a number of times equal to your proficiency bonus. You regain 1 use whenever you roll initiative and all uses on a short or long rest.
Twisting Colours
From 13th level your nimble evasiveness twists the spectrum in your favour. Whenever you use your Evasion or Uncanny Dodge features, you gain an additional roll on the Luminous Arrow table for colours on the next attack roll you make. You may only benefit from Twisting Colours once per round.
Advanced Luminous Burst
From 13th level the burst of your arrow is brighter. When you use your Luminous Burst you can make a Stealth ability check as part of the same bonus action, targeting only the creature you hit with your arrow. If you beat their passive perception, you are treated as being Invisible and Hidden from that creature only until the end of your next turn, or until you attack them. This can be done even without cover, and is not negated by truesight.
Veil of Many Colours
From 18th level your Evasion feature now applies to all types of saving throw that deal a damage type your Luminous Arrow can deal, rather than only Dexterity saves.
Mastered Luminous Burst
From 18th level when you activate your Luminous Burst you can force the target to make a constitution saving throw (DC8 + your proficiency bonus + your constitution modifier) or be Blinded until the end of your next turn. The DC increases by +2 for each colour of your arrow beyond the first.