Magic Archer
PrestigeEntry Requirements
All groups are required (AND). Within a group, requirements combine using that group’s operator (AND/OR).
- Wizard level 3+
- Bard level 3+
- Druid level 3+
- Sorcerer level 3+
- Fighter level 3+
- Ranger level 3+
- Rogue level 3+
Prestige Level Progression
| Prestige Level | Counts-As Mode | Counts As |
|---|---|---|
| L1 | Choose | Fighter Wizard Ranger Bard Druid Sorcerer Rogue |
| L2 | Choose | Rogue Ranger Fighter |
| L3 | Choose | Wizard Bard Druid Sorcerer |
| L4 | Choose | Rogue Ranger Fighter |
| L5 | Choose | Wizard Bard Druid Sorcerer |
| L6 | Choose | Rogue Ranger Fighter |
| L7 | Choose | Wizard Bard Druid Sorcerer |
| L8 | Choose | Rogue Ranger Fighter |
| L9 | Choose | Fighter Wizard Druid Sorcerer Rogue Ranger Bard |
Features
You can craft enchanted arrows equal to your spellcasting modifier + half your Magic Archer level for 2 hours and hold up to your spellcasting modifier.
You can craft the following arrows
Flaming Arrow
This arrow does a bonus of 3D6 fire damage on hit.
Enfeebling Arrow
On-hit, make the target make a fortitude saving throw.
CF/F: Weakened(Body) 2 for one minute, 1D12 necrotic damage
CS/S: No effect
Grasping Arrow
On-hit the target takes 1D8 poison damage and must makes a reflex save.
CF/F: For the next minute, they must succeed an athletics check against your DC or cannot move or dash. On a failed athletics check they take 1D6 slashing damage,
Psyhic Arrow
The target must make a will save on-hit
CF/F: Weakened(Mind) 2 for one minute, 1D12 Psychic damage
CS/S: No effect
Bursting Arrow
Arrow the target on-hit the arrow explodes doing 2D8 force damage in a 5ft radius of the target,
Shocking Arrow
The target makes a fortitude save on-hit, taking 2D6 lightning damage
CF: Stun 2
F: Stun 1
S/CS: N/A
Ice Arrow
The target makes a fortitude save on-hit, taking 2D8 cold damage.
CF/F: Speed reduced by half for one minute
CS/S: N/A
You must spend 1 hour every 24 hours to prepare magical arrows and your bows. Not doing so means you cannot use or benefit from magic archer features
Only on-hit does the spell trigger as if it has targetted the creature or been targetted at where the creature is standing.
Your ranged attacks using any kind of bow is always considered as magical and gain a +1 to armor piercing
You can craft greater enchanted arrows, however these arrows are considered to use the slots of two of your arcane arrow slots
Ethereal Arrow
This arrow ignores armor and flies simply in a straight line and can hit enemies in a straight line away from you. It does bonus 1D12 true damage on-hit.
Starfire Arrow
This arrow gains a +3 to doing 7D8 bonus fire damage on-hit and +1 to armor piercing.
Witherbane Arrow
On-hit the target must make a fortitude save. On a failure, they take 2D12 necrotic damage and cannot regain hitpoints for the next minute
Moonfire Arrow
This arrow explodes on-hit, doing 4D10 radiant damage in a 10ft radius of the hit target. Those hit have their critical threshold reduced by 2 until the end of their next turn.
Seeker Arrow
You can launch arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. On-hit, you know where the target is.
Black Arrow
This arrow on-hit does 10% of the target's make HP in extra piercing damage.
When you roll your attack roll, upon knowing your result, but not knowing the outcome, you can aid a +3 to your hit roll as a reaction
You can do spell infusion as a free action as long as the spell is one or two action and you use the arrow immediately.
At your choice, your ranged attacks with a bow always do extra 1D8 damage of one of the following type
1. Fire
2. Lightning
3. Cold
4. Acid
5. Poison
Select one type of enchanted arrow. You can use them at will up to 5 times per long rest.