Arcane archers learn useful techniques both magical and mundane.
Arcane Aim. When you make a ranged attack with a weapon, you can use your choice of Intelligence or Wisdom as your attack characteristic (instead of Strength or Dexterity).
Cantrips. You initially gain one cantrip of your choice from the Druid or Wizard spell lists, and you gain another cantrip of your choice from either spell list when you reach Fighter levels 7 and 10. You use your choice of Intelligence or Wisdom as your spellcasting attribute for these cantrips, chosen when you gain this feature. You can replace one of these cantrips with one you don't know from either spell list each time you gain a level in this class.
Proficiencies. You gain proficiency with your choice of two of the following: Arcana, Herbalism Kit, Nature, Survival, Woodcarver's Tools.
When you make a ranged attack with a weapon, you can declare it to be an Arcane Shot and choose a damage type from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Psychic, or Thunder. The weapon or ammunition used is surrounded by a magical effect matching the chosen damage type, and if the attack hits its damage is changed to that type. Additionally, your attack roll ignores Half and Three-Quarters cover as well as Disadvantage due to Long Range.
Empower. At Fighter level 7, you gain the ability to give up the potential of not yet taken attacks to increase the damage of a successful Arcane Shot.
When you take an Attack action during your turn and hit with an Arcane Shot, before rolling for damage you can declare your intent to forgo one or more additional attacks available to you from the Extra Attack feature that you have not yet made this turn. Roll for damage as normal, then double it if you gave up 1 additional attack, triple it if you gave up 2 additional attacks, or quadruple it if you gave up 3 additional attacks.
For instance, if a 20th level Arcane Archer taking the Attack action made an Arcane Shot with their first attack and hit, they could choose to forgo none, some, or all of the additional attacks available to them from Extra Attack. If they chose to forgo all three additional attacks, they would roll for damage normally and then multiply the result by 4 to determine the total damage of the attack
You learn how to combine your mastery of mystical and martial techniques to make your arcane shots even more powerful. When you hit with an Arcane Shot, you can choose to apply one Arcane Shot Option you know to that attack.
You choose two of the following options to know when you gain this feature and again when you reach Fighter level 15. When you gain Fighter levels 10 and 18, you choose one additional option and can also replace a previously chosen option with a different one. You cannot choose an option you already know a second time.
*Banishing Shot. Your shot can temporarily banish a foe.
*Beguiling Shot. Your shot beguiles with charming cupidity.
*Bursting Shot. Your shot bursts with flattening force.
*Corroding Shot. Your shot coats a target with a caustic corrosive.
*Deafening Shot. Your shot explodes with deafening noise.
*Enfeebling Shot. Your shot bestows a curse of debilitating weakness.
*Freezing Shot. Your shot encases its target in a block of ice.
*Grasping Shot. Your shot creates entangling brambles.
*Igniting Shot. Your shot engulfs its target in flames, which can spread.
*Piercing Shot. Your shot can pass through obstacles to strike multiple creatures.
*Seeking Shot. Your shot chains, seeking multiple targets.
*Shadowing Shot. Your shot clouds eyes with illusory shadows.
Saving Throws. If an Arcane Shot Option requires a saving throw, the save DC equals 8 + your Proficiency Bonus + either your Intelligence modifier or your Wisdom modifier (your choice).
Uses. You can use this feature a number of times equal to your Proficiency Bonus. As a Bonus Action you can activate a use of your Second Wind feature to regain a use (instead of regaining Hit Points), and you regain all uses when you finish a Long Rest.
Prerequisite: The target is a creature.
The target takes the attack's damage. Then, they must succeed on a Charisma saving throw or be banished. While banished in this way, the target's Speed is 0, and it has the Incapacitated condition. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Prerequisite: None.
This Arcane Shot deals no damage and the weapon or ammunition reappears in your hand, unconsumed. If the target is a creature, they must succeed on a Wisdom saving throw or be Charmed by either you or a willing ally of yours that both you and the target can see. The condition is removed if you or your allies attack or deal damage to the charmed target, or force them to make a saving throw, or the effect is dispelled.
Prerequisite: You chose Force damage for this Arcane Shot.
The target takes the attack's damage. Then, a burst of Force energy is released and each creature in a 5 foot radius sphere (including the original target) must make a Constitution saving throw. Creatures that fail their save take the attack's damage, and if they are Large or smaller are also pushed 5 feet away from the attack's point of impact if there is an unoccupied space that they can move into, and then gain the Prone condition. Creatures that make their saving throw take half damage only. Unattended objects in the area take the attack's damage and are scattered away from the point of impact.
Prerequisite: You chose Acid damage for this Arcane Shot.
The target takes the attack's damage. Then, a magical corrosive splashes from the point of impact in a 5 foot radius sphere, dousing everything in the area that fails a Dexterity saving throw. If you are using your Empower feature option to forgo additional attacks as part of this Arcane Shot, the radius is increased by 5 feet for each attack you gave up. The Damage Threshold of objects doused in this acid (if any) is reduced by 1 in the affected area until it can be repaired. Then, each doused target takes half the attack's damage.
As a Utilize action, a creature within reach of a doused target or a 5 foot section of a doused object can neutralize the magical corrosive to end the effect on that target. At the end of the next round all targets that are still doused in the magical corrosive have any Damage Threshold they have reduced by 1 again until repaired. All doused targets take the same amount of splash damage as the previous round, and then the effect ends.
Prerequisite: You chose Thunder damage for this Arcane Shot.
The target takes the attack's damage. Then, a defeaning blast of sound is released and each creature in a 15 foot radius sphere (including the original target) must make a Constitution saving throw. Creatures that fail their save take the attack's damage, and gain the Deafened condition. Creatures that are Deafened in this way can repeat their saving throw at the start of each of their turns, ending the condition on themselves on success. Creatures that cannot hear automatically succeed on their saving throw.
Prerequisite: You chose Necrotic damage for this Arcane Shot, and the target is a creature.
The target takes the attack's damage. Then, they must succeed on a Wisdom saving throw or become cursed. While cursed in this way, the creature takes 1d6 Necrotic damage the first time during their turn that they move at least 5 feet or take an action or Bonus Action. Additionally, all damage dealt by the target's weapon attacks and Unarmed Strikes is halved. The curse ends on the target if they end their turn having not taken any damage from the curse since the end of their last turn. The curse can also be ended by Remove Curse and similar abilities.
Prerequisite: You chose Cold damage for this Arcane Shot.
The target takes the attack's damage. If the target is a creature, they must make a Constitution saving throw. An unattended object or a creature failing their save is encased in a block of ice. While encased the target has Total Cover, and if the target is a creature they also have the Paralyzed condition. The block of ice is an object with AC 13, Hit Points equal to half the attack's damage, Immunity to Cold, Vulerability to Fire, and it loses 1 Hit Point at the start of each round. The block of ice breaks apart and melts away when it is reduced to 0 Hit Points, freeing the target.
Prerequisite: You chose Poison damage for this Arcane Shot, and the target is a creature.
The target takes the attack's damage. Then, they must succeed on a Strength saving throw or gain the Restrained condition as they become entangled by thorny brambles. While Restrained in this way, a creature's space and each adjacent space is Difficult Terrain due to the writhing brambles, and they take 1d6 Poison damage and 1d6 Slashing damage at the start of each of their turns.
As an action, the target or any creature within reach can tear away the brambles to remove the Restrained condition with a successful Strength (Athletics) check against your Arcane Shot save DC, but a creature that fails their check takes 1d6 Poison damage and 1d6 Slashing damage, then becomes Restrained by the brambles if they are not already.
Prerequisite: You chose Fire damage for this Arcane Shot, and the target is flammable.
The target takes the attack's damage and is engulfed by magical flames. Until the flames are extinguished an engulfed target sheds light as a torch, providing Bright Light in a 20 foot radius and Dim Light for an additional 20 feet, and takes 2d6 Fire damage at the end of each round.
As an action, the target or any creature within reach can attempt to extinguish the flames with a successful Dexterity (Sleight of Hand) check against your Arcane Shot save DC. An assisting creature that fails this check takes 2d6 Fire damage and is also engulfed in magical flames.
Prerequisite: You chose Radiant damage for this Arcane Shot.
Starting from just before the point of impact with the initial target, the shot becomes partially insubstantial and keeps going in a straight line, passing harmlessly through objects and cover. This line is normally 5 feet wide and 15 feet long, but if you are using your Empower feature option to forgo additional attacks as part of this Arcane Shot, the length of the line increases by 15 feet for each attack you gave up.
Every creature along this line, including the original target if it is a creature, must make a Charisma saving throw. Creatures that fail their saving throw take the attack's damage, and emit Dim Light in a 10-foot radius until the end of your next turn. A creature can't benefit from the Invisible condition while emiting light in this way.
Prerequisite: You chose Lightning damage for this Arcane Shot.
The target takes the attack's damage. Then, a bolt of lightning leaps from that target to another target within 30 feet of them. If you are using your Empower feature option to forgo additional attacks as part of this Arcane Shot, you can repeat the process once more for each attack you gave up, selecting a new target for each subsequent bolt. A bolt can target a creature or an object that has not already been targeted by this attack, cover is determined from where the bolt is leaping from, and you can select targets that are not visible from your position even if they are Invisible or unknown to you.
Each target of a bolt must make a Dexterity saving throw. On failure, the attack's damage is dealt to the target and you become aware of their existence and location if you were not already. On success, half the attack's damage is dealt to the target.
Prerequisite: You chose Psychic damage for this Arcane Shot, and the target is a creature.
The target takes the attack's damage. Then, shadowy tendrils corkscrew outwards in a 5 foot radius sphere seeking eyes. If you are using your Empower feature option to forgo additional attacks as part of this Arcane Shot, the radius is increased by 5 feet for each attack you gave up. Each creature in the sphere (including the original target) must make an Intelligence saving throw. Creatures that do not have eyes, or that cannot see the effects of the shot, or that can see through magical darkness automatically succeed on their saving throw.
Creatures that fail their save gain the Blinded condition as the tendrils mask their eyes with magical darkness. At the start of their turn a creature that is Blinded in this way takes 2d4 Psychic damage and can then repeat their saving throw, ending the condition on themselves on success.