Ranger Conclave: Arcane Hunter

Master of archery, Arcane Hunter's weave magical arrows into ranged attacks. Channeling their own magic abilities, Arcane Hunters can give non-magical arrows additional effects. These effects range from additional damage to various debuffs to aid your allies in battle. Advanced archers of this craft have mastery over their arrows and can change non-magical properties into dangerous controlled magical attacks. Arcane Hunter's typically keep to themselves and rarely passdown their knowledge to outsiders.

Bonus Proficiency

When you chose this conclave at 3rd level, you gain proficiency in Arcana. If you already prociency in this skill your proficiency bonus is doubled.

Arcane Arrows

At 3rd level, you learn to incoperate special magical effects when you attack. When you gain this feature, you learn two Arcane Arrow spell options of your choice (see options in the appendix below). Before you attack with a ranged attack, you can use a bonus action to expended one spell slot to transform a non-magical arrow into an Arcane Arrow that has additional effects in addition to the weapons damage. The extra damage from the scales 1d6 every two spell slots above the minimum casting level. At 7th, 11th, and 15th level, you learn an additional Arcane Arrow spell.

The Arcane Arrow feature lets you chose different spells at certain levels. The spells are presented here in alphabetical order. Your Arcane Arrow save DC equals your Ranger spell DC (Wisdom)

Level 3 Options
Begulling Arrow (1st-level enchantment)

The creature hit by the arrow takes an extra 1d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Chilling Arrow (1st-level evocation)

The creature hit by the arrow takes an extra 1d6 cold damage. The target must also succeed on a Constitution saving throw, or it has disadvantage on the next weapon attack roll it makes before the end of its next turn.


Searing Arrow (1st-level evocation)

The creature hit by the arrow takes an extra 1d6 fire damage and causes the target to ignite into flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d4 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. (At higher levels, only the intial fire damage scales.

Shadow Arrow (1st-level illusion)

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

Level 7 Options
Bursting Arrow (2nd-level evocation)

Reguardless if a creature is hit by this arrow, everyone within 10 feet must make a Dexterity saving throw. On a failed save, a creature takes 2d6 force damage and on a successful save, a target takes half damage.

Enfeebling (2nd-level necromantic)

The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

Piercing Arrow (2nd-level transmutation)

Instead of an attack roll, the arrow shoots forward in a 1 foot wide and 30 feet long line before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.

Lightning Arrow (2nd-level enchantment)

The creature hit by the arrow takes an extra 2d6 lightning damage. The target must also succeed on a Constitution saving throw, or be stunned until the end of your next turn.

Level 15 Options
Grasping Arrow (3rd-level conjuration)

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage and it takes and extra 2d4 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your save DC. Otherwise, the brambles last for 1 minute or until you use this option again. (At higher levels, only the intial posion damage scales)

Seaking Arrow (3rd-level divination)

When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target takes an extra 3d6 radiant damage and must make a Dexterity saving throw. On a failed save, you learn the target’s current location and becomes visible if it is invisible for one minute. On a successful save, it does not become visible and takes half damage.


Magical Arrows

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use your reaction to reroll the attack roll against a different target within 60 feet of the original target.

Improved Magical Arrows

At 11th level, you have mastery over infusing different types of magic into arrows. Once per turn when you hit a creature with a non-magical arrow fired from a shortbow or longbow, you can choose the type of magical damage taken. Select either acid, cold, fire, lighting, poison, or thunder damage to replace the damage of the non-magical arrow and deal an additional 1d4 points of damage to the target. If an Arcane Arrow is used, the arrows damage is the same as the Arcane Arrow damage type. This ability does not override the damage type of any additional damage or damage die granted by magical weapons.

At level 15, you increase you mastery to include additional types of magic. You can now select psychic, necrotic, or radiant damage to replace your non-magical arrows.

Elemental Defence

At 15th level, you can use your mastery over elemental magic's to absorb damage from attacks and use that stored energy to unleash extra damage. When you take magical elemental damage (acid, cold, fire, lightning, necrotic, psychic, poison, radiant, or thunder), you can use your reaction to give yourself resistance to the triggering damage type until the end of your next turn. For each attack absorbed, your improved magical arrows deal an additional 1d4 damage on your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Art Credits

  • Winter's End by Agginmad (Reddit)
  • Mystic Archer by Bryan Syme (DeviantArt)

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