Fighter: Difference between revisions

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==== Arcane Archer Lore ====
==== Arcane Archer Lore ====
''3rd Level Arcane Archer's League Feature''<br>
''3rd Level Arcane Archer's League Feature''<br>
You learn magical theory or some of the secrets of nature. You choose to gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrip.
You learn magical theory or some of the secrets of nature. You choose to gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrips.
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''3rd Level Arcane Archer's League Feature''<br>
''3rd Level Arcane Archer's League Feature''<br>
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of the subclass.<br>
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of the subclass.<br>
When you make an attack with a Ranged Weapon with the Ammunition property as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have a number of uses of this ability equal to your Proficiency Bonus, regaining all expended uses of it when you finish a long rest.<br>
When you make an Attack with a Ranged Weapon, as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses of it when you finish a Long Rest.<br>
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th Level. Each option also improves when you reach 18th Level in this class.
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==== Magic Arrow ====
==== Magic Arrow ====
''7th Level Arcane Archer's League Feature''<br>
''7th Level Arcane Archer's League Feature''<br>
You gain the ability to infuse arrows with magic. Whenever you fire a non-magical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
You gain the ability to infuse arrows with magic. Your Ranged Weapon Attacks count as Magical for the purpose of overcoming Resistance and Immunity.
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==== Curving Shot ====
==== Curving Shot ====
''7th Level Arcane Archer's League Feature''<br>
''7th Level Arcane Archer's League Feature''<br>
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 a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
You learn how to direct an errant arrow toward a new target. When you make an attack roll with a Ranged Weapon Attack and miss, you can use a Bonus Action to reroll the Attack Roll against a different target within 60ft of the original target.
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==== Ever-Ready Shot ====
==== Ever-Ready Shot ====
''15th Level Arcane Archer's League Feature''<br>
''15th Level Arcane Archer's League Feature''<br>
Your magical archery is available constantly. Whenever you end your turn without taking the Attack action, you regain one use of Arcane Shot.
Your magical archery is available constantly. Whenever you end your turn without taking the Attack Action, you regain one use of your Arcane Shot.
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==== Arcane Shot Options ====
==== Arcane Shot Options ====
Your Arcane Shot lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
''3rd, 7th, 10th, 15th, and 18th Level Arcane Archer's League Options.'''
*'''Banishing Arrow.''' You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. 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. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
All Arcane Shots are magical effects. If an option requires a Saving Throw, your Arcane Shot save DC equals 8 + your Intelligence Modifier + your Proficiency Bonus.
*'''Beguiling Arrow.''' Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 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. The psychic damage increases to 4d6 when you reach 18th level in this class.
*'''Banishing Arrow.''' You use abjuration magic to try to temporarily banish your target to a harmless location in a demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target’s speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, a target also takes 2d6 Force Damage when the attack hits it.
*'''Bursting Arrow.''' You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.
*'''Beguiling Arrow.''' Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and choose one of your allies within 30ft 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 creature, deals damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.
*'''Enfeebling Arrow.''' You weave necromantic magic into your arrow. 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. The necrotic damage increases to 4d6 when you reach 18th level in this class.
*'''Bursting Arrow.''' You imbue your arrow with force energy. The energy detonates after your attack. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class.
*'''Grasping Arrow.''' 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, its speed is reduced by 10 feet, and it takes 2d6 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 Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
*'''Enfeebling Arrow.''' You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target's Damage dealt its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class.
*'''Piercing Arrow.''' You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, 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 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.
*'''Grasping Arrow.''' When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time on each turn it moves 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 Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class.
*'''Seeking Arrow.''' Using divination magic, you grant your arrow the ability to seek out a target. 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 must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.
*'''Piercing Arrow.''' You use transmutation magic to give your arrow an ethereal quality. When you use this Arcane Shot, you don’t make an Attack Roll for the attack. Instead, the arrow shoots forward in a line, which is 1ft wide and 30ft long, before disappearing. The attack 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 Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class.
*'''Shadow Arrow.''' 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 2d6 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. The psychic damage increases to 4d6 when you reach 18th level in this class.
*'''Seeking Arrow.''' Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the Weapon’s Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the Weapon reappears in one of your Free Hands or at your feet after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.
*'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from it until the start of your next turn. The Psychic damage increases to 4d6 when you reach 18th Level in this class.
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