The Fletcher

Tools of the Trade

Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver’s tools and martial ranged weapons.

Crafting

If you craft a magic item in the ammunition category, it takes you a quarter of the normal time, and it costs you half as much gold.

This feature does not stack with the Magic Item Adept feature

Fletcher Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fletcher Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Fletcher Spells
Artificer Level Spell
3rd Hail of Thorns, Ensnaring Strike
5th Cordon of Arrows, Web
9th Lightning Arrows, Flame Arrows
13th Elemental Bane, Locate Creature
17th Conjure Volley, Swift Quiver

Magic Ammunition Crafting
To add versatility to this feature, ask your DM about adding new types of homebrewed magical ammunition.

Arcane Quiver

By 3rd level, you have completed work on a magical quiver.

Once per turn, you can enchant a piece of nonmagical ammunition drawn from this quiver using one of the options detailed at the end of this subclass. These effects are in addition to normal damage caused by the attack.

An enchantment's DC is equal to your spell save DC. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and you regain all uses of this feature when you complete a short or long rest.

If you lose this quiver, you can create a new one over the course of a long rest.

Extra Attack

Starting at level 5, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Advanced Artifice

Starting at 5th level, whenever you use a piece of magical ammunition that you crafted and requires a creature to make a saving throw, you can now use your spell save DC in place of the item’s.

Potent Arrow

Starting at 9th level, magical ammunition you have crafted may now be enchanted by your Arcane Quiver.

Ammunition enchanted by your Arcane Quiver now deals additional damage equal to your Intelligence modifier to the target of the attack.

Combat Enchantment

Starting at 15th level, you can quickly infuse your ammunition with magical energy. As a bonus action, you can enchant a nonmagical arrow with the effects of one of your cantrips. The cantrip is cast at its basic strength regardless of your level.

Additionally, you learn two cantrips of your choice from any class.

Cantrip Effects

Some cantrips effects on ammunition are ambiguous. An arrow enchanted with Fire Bolt might deal an additional 1d10 fire damage when hitting an enemy but an arrow enchanted with Prestidigitation could have any of a number of effects, due to the versatility of the spell.

Work with your DM to decide what you can and cannot accomplish with this feature.

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Enchantment Options

  • Blasting Shot: On a hit, the target and all other creatures within 10 feet must succeed on a Dexerity saving throw or take 2d6 fire damage.

  • Piercing Shot: This arrow shoots forward as a ray, 1 foot wide and 30 feet long, passing 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 additional 1d6 piercing damage. On a successful save, a target takes half as much damage.

  • Seeking Shot: This arrow ignores cover and you do not need to be able to see your target while in regular range.

  • Thundering Shot: On a hit, the target takes an additional 2d6 thunder damage and must succeed on a Strength saving throw or be pushed 10 feet away and knocked prone.

  • Rime Shot: On a hit, the target and all other creatures within 10 feet make a Dexterity saving throw or take 1d6 cold damage and reduce their movement speed by 10 feet

  • Blinding Shot: On a hit, the target and all other creatures within 15 feet must make a Constitution saving throw or be blinded until the end of your next turn

  • Void Shot: On contact with a solid surface, object, or enemy, this arrow replicates the effects of the Darkness spell in a 10 foot radius. This effect requires concentration to maintain.

    
    

Original Subclass by

u/PearseNation

Revived, Revised, & Reorganized by

u/MisguidedIcosahedron

Image Credit

"Archer" by Azeltas on DeviantArt

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