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Ghost Dragon
2015-07-21, 08:37 PM
Due to UA Revised Ranger subclass structure and base class changes, I have done a new Arcane Archer Subclass. Also I felt there was an unsatisfactory level of flavour, balance and delivery in play-testing the older interations. Its "Arcane Incantations" design has been drawn heavily from the warlock model of "Invocations". I am much happier with this Subclass now, and feel that the overall balance and approach is a good one, and should (hopefully) only need tweaking here and there for balance. I have put the most recent iteration at the top of the spoilers with a separate spoiler directly below containing the "Arcane Incantations" options to make it easier to navigate. Please PEACH.

Hey all, so here is my arcane archer.... I want it to be simple yet flavourful, and to keep it as close to the original 3.5 prestige class as possible. I haven't decided on which of two options I have for the last feature yet, so I have included them both for your perusal and advice. Shout out to both gitpg arcane archer homebrews done by Gnomes 2169 & Beige as they have helped in how I put this together, and so I tip my hat to you both :smallwink:

The new overhaul has been brought about by having play tests and other input regarding scope and application. Imgur's version of Arcane Archer has been instrumental in the overhaul, although I did change and tweak some things, but all credit to him for the main structure of "Infused Attack (Infused Shot)" & "Arcane Adept (Arcane Attunement)".

Complete Overhaul No.2. More play tests and lack of flavour at 3rd level caused me to go over this again. I have used the Deep Stalker out of UA as an equivalent match for third level abilities, so when looking at this for PEACH bear in mind it is that sub class I am trying to match in balance, not either of the RAW subclasses in the PHB.


Arcane Archer
Master of ranged weapons, the arcane archer is a ranger skilled in using arcane magic to supplement her combat prowess, holding a mystical connection to the weave itself, knowing it to be yet another expression of nature. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy at range and their ability to imbue their ammunition with magic. In a group, they can strike fear into an entire enemy army.

Threads of the Weave
When you reach 3rd level, your connection to the weave grants you the ability to cast arcane spells.
Additional Spells Known. You know two 1st-level wizard spells of your choice which you must choose from the conjuration and evocation spells on the wizard spell list. You learn one more additional wizard spell from the evocation or conjuration schools at 5th, 9th, 13th, and 17th levels.
Whenever you gain a level in this class, you can replace one of the spells learnt at 3rd, 5th, 9th, 13th and 17th levels with a new wizard spell from the evocation or conjuration schools. All spells gained through this feature count as ranger spells for you, even if they do not appear on the ranger spell list.
Spellcasting Focus. You may use a ranged weapon as a spellcasting focus.

Arcane Incantations
Through your instinctive connection to the weave, you have discovered arcane incantations, fragments of natural arcane power that imbue you with an abiding magical ability. Starting at 3rd level, you gain two arcane incantations of your choice, which are detailed under “Arcane Incantations” below. As your connection to the weave grows, you learn one other arcane incantation at 5th, 9th, 13th and 17th levels. You use your ranger spell save DC for any arcane incantations that require a saving throw.
Additionally, when you gain a level in this class, you can choose one of the arcane incantations you know and replace it with another arcane incantation that you could learn at that level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Empowered Body
At 7th level, your body becomes so suffused with the weave that it bolsters your natural resistance. You gain proficiency in Constitution saving throws.

Weapon Caster
When you reach 11th level, you may use your ranged weapon to cast any ranger spell you know that deals damage. If you choose to do so, the spells range changes to that of the ranged weapon you are using, with the origin point of any area of effect spells having their effect count as originating from the direction you cast the spell from. Additionally, you add your Wisdom modifier to the damage roll of any ranger spell you cast in this way that deals acid, cold, fire, lightning or thunder damage.

Arcane Ward
At 15th level, spells and other magical effects that require attack rolls have disadvantage against you, and you have resistance against the damage of spells and other magical effects.


Arcane Incantations
If an arcane incantation has a level prerequisite, you must be that level in this class to choose it. You can learn the incantation at the same time that you meet its level prerequisite.

Arcane Enlightenment
You gain proficiency in the Arcana and Investigation skills.

Arcane Shot
When you hit a creature with a ranged weapon attack, you can expend one ranger spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Arcane Sight
You can cast detect magic at will, without expending a spell slot.

Beast Friend
You can cast speak with animals at will, without expending a spell slot.

Blinding Shot
Prerequisite: 9th level
You imbue radiant energy into a single piece of ammunition as a bonus action on your turn. The next ranged weapon attack you make before the end of your turn becomes a blinding shot. Your ammunition flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded by this incantation makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. You can use this incantation once, and you must complete a long rest before you can use it again.

Call Companion
You can cast find familiar as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Death Strike
Prerequisite: 17th level
You pour necrotic energy into a single piece of ammunition as a bonus action on your turn. The next ranged weapon attack you make using that ammunition before the end of your turn becomes a death strike. Any target that is hit by this attack must make a Constitution saving throw. On a failed save the target takes 7d8 + 30 necrotic damage, or half as much on a successful save. If this damage reduces the target to 25 hit points or below it dies. You can use this incantation once, and you must complete a long rest before you can use it again.

Defensive Ward
You can cast shield without expending a spell slot. You can’t do so again until you finish a short or a long rest.

Duplicate
Prerequisite: 17th level
You can cast mislead without expending a spell slot. You can’t do so again until you finish a long rest.

Enchanting Glare
Prerequisite: 5th level
You can cast hold person without expending a spell slot. You can’t do so again until you finish a long rest.

Energy Scourge
Prerequisite: 13th level
You can cast elemental bane at its lowest level without expending a spell slot. You can’t do so again until you finish a long rest.

Enhance Ammunition
Whenever you make a ranged weapon attack, every piece of non-magical ammunition you use counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and they deal and additional 1 point of damage on a hit. At 11th level the extra damage increase to 1d4.

Eldritch Armor
You can cast mage armor on yourself at will without expending a spell slot or material components.

Elemental Summons
Prerequisite: 13th level
You can cast conjure minor elementals at its lowest level without expending a spell slot. You can’t do so again until you finish a long rest.

Fey Flames
You can cast faerie fire without expending a spell slot. You can’t do so again until you finish a long rest.

Flame Bolt
You learn to channel raw arcane fire through your ranged weapon. You conjure fiery arrows or bolts that count as ammunition for your ranged weapon attacks, which deal 1d10 fire damage. At 11th level, this damage increases to 1d12.

Grasp of the Moon
Prerequisite: 17th level
You can cast hold monster without expending a spell slot. You can’t do so again until you finish a long rest.

Hail of Arrows
Prerequisite: 17th level
Quick as lightning you rain conjured ammunition upon your foes. As an action on your turn while wielding a ranged weapon, choose a point within that weapons range. Each creature in a 20 foot radius sphere centred on that point must make a Dexterity saving throw. A target takes 12d8 force damage on a failed save, or half as much damage on a successful one. You can use this incantation once, and you must complete a long rest before you can use it again.

Ice Arrow
You learn to channel the magical chill of winter through your ranged weapon. You conjure icy arrows or bolts that count as ammunition for your ranged weapon attacks, which deal 1d8 cold damage on a hit and reduces the targets speed by 10 feet until the start of your next turn. At 11th level, the damage increases to 1d10, and the reduction in speed increases to 15 feet.

Illusory Clones
Prerequisite: 5th level
You can cast mirror image without expending a spell slot or material components. You can’t do so again until you finish a long rest.

Imbue Ammunition
When you cast a ranger spell that has an area of effect and requires concentration, you may imbue the spell into a single piece of non magical ammunition you possess. On the same turn that you cast the spell, you may use a bonus action to fire the ammunition using your weapons range instead of the spell's normal range. Any creature struck by the ammunition takes damage as normal, and whether you hit or miss, the spell then takes effect centered on the creature you targeted. If you do not fire the ammunition on the turn you cast the spell, the spell ends and is wasted.

Invisible Stalker
Prerequisite: 13th level
You can cast greater invisibility without expending a spell slot or material components. You can’t do so again until you finish a long rest.

Leech Arrow
Prerequisite: 13th level
You imbue necrotic energy into a single piece of ammunition as a bonus action on your turn, enabling it to siphon the life force from others to heal your wounds. The next ranged weapon attack you make using that ammunition before the end of your turn becomes a leech arrow. Any target hit with this attack takes an additional 8d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. You can use this incantation once, and you must complete a long rest before you can use it again.

Phasing Bolts
Prerequisite: 9th level
As a bonus action on your turn you push your ammunition into the ethereal plane and tether a small amount of magic between them and your targets. Your ranged attacks automatically hit your targets until the end of your turn, and the hits you score are a critical hit. You can use this incantation once, and must complete a short or a long rest before you can use it again.

Pyroclast
Prerequisite: 5th level
You can cast pyrotechnics without expending a spell slot. You can’t do so again until you finish a short or a long rest.

Quickening
Prerequisite: 9th level
You can cast haste without expending a spell slot. You can’t do so again until you finish a long rest.

Replenishment
You can regain some of your magical energy by meditating and drawing on the arcane power around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter your ranger level (rounded up), and none of the slots can be 3rd level or higher. Once you have used this incantation, you must finish a long rest before you can use it again.

Seeker Missiles
Prerequisite: 5th level
You imbue your senses with eldritch magic as a bonus action until the end of your turn. Your ranged attacks may target creatures out of line of sight or behind total cover without penalty as long as there is a clear path to such a creature. You may also target invisible creatures and creatures heavily obscured without suffering disadvantage. You must be aware of such creatures in order to target them, and they must still be within range of your weapon. You can use this incantation twice. When you complete a short or a long rest, you regain all expended uses.

Shadow Dance
Prerequisite: 9th level
You learn to use the shadow weave to travel short distances, gaining the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on Dexterity (Stealth) checks you make before the end of the turn.

Shadow Sight
You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

Shock Blast
Prerequisite: 11th level
You learn to channel the power of lightning through your ranged weapon. You conjure arrows or bolts of lightning that count as ammunition for your ranged weapon attacks, dealing 1d8 lightning damage on a hit. The lightning then strikes out from the target hitting a different creature of your choice that you can see within 10 feet of it. The secondary creature takes 1d8 + your Wisdom modifier lightning damage, and both creatures are pushed 10 feet away from you in a straight line.

Thundering Strike
Prerequisite: 11th level
You learn to evoke the power of elemental thunder through your ranged weapon. You conjure arrows or bolts of thunder that count as ammunition for your ranged weapon attacks, which deal 1d6 thunder damage on a hit, and each creature within a 5 foot radius of the target takes 1d6 + you Wisdom modifier thunder damage.

Unerring Accuracy
You use arcane energy to focus your aim as a bonus action. You gain advantage on all ranged attack rolls until the end of your next turn. You can use this incantation twice beginning at 3rd level, and three times beginning at 11th level. When you complete a short or a long rest, you regain all expended uses.

Invocations Available by level:

3rd Level: Arcane Enlightenment, Arcane Sight, Beast Friend, Call Companion, Defensive Ward, Enhance Ammunition, Eldritch Armour, Fey Flames, Flame Bolt, Ice Arrow, Replenishment, Shadow Sight, Unerring Accuracy
5th Level: Enchanting Glare, Illusory Clones, Pyroclast, Seeker Missiles
9th level: Blinding Shot, Phasing Bolts, Quickening, Shadow Dance
11th level: Shock Blast, Thundering Strike
13th level: Elemental Summons, Energy Scourge, Invisible Stalker, Leech Arrow
17th level: Death Strike, Duplicate, Grasp of the Moon, Hail of Arrows




Header, then most recent change at top.

Arcane Incantation Edits
- Added "Arcane Shot"
- Added "Imbue Ammunition"
- Changed wording in "Death Strike" so the save triggers off a hit rather than damage. This is to ensure the effect cant be negated by damage avoidance.

Arcane Incantation Edits

- Detail across the board on whether a spell eschewed material components or not.
- Changed name and level prerequisite of "Cloak of the Shadow Weave" to "Shadow Dance" and from 13th to 9th level.
- Removed "Deepening Shadows" which granted one use per long rest of Darkness. This was done as I did not realise it was an evocation spell and I am not granting any spell through an Arcane Incantation that could be chosen through the Arcane Initiate feature.
- Added "Energy Scourge" which grants one use per long rest of "Elemental Bane" spell.
- Added "Elemental Summons" which grants one use per long rest of "Conjure Minor Elementals" spell.
- Added "Leech Arrow"
- Added Invocations by level at the end of the list

15th Level Ability

Removed advantage on spell saves to interplay better with having an improved familiar at that level ie pseudo dragon magic resistance, and added disadvantage on spell and magic ability attack rolls against the ranger in lieu of that.

7th Level Ability

Weave Fluff added.

New Iteration(New Arcane Archer UA revised Ranger edition), most notable change the introduction of "Arcane Incantations"

New Iteration(Complete Overhaul No.2), kept some abilities, reinvented others

11th Level Ability

Removed Improved Infuse Shot. Gave Archer Magic (EK War Magic, with added ranged utility).

3rd Level Ability

Removed Infuse Shot completely. Gave Arcane Initiate (cantrips and increased spell selection).

Infuse Shot

Reduced all damage die by one step.

Quicken Shot

Changed name to Improved Infuse Shot, and removed bonus action attack.

Archer Magic

Changed to be only ranger spell selection but has access to Wizard evocation and conjuration only.

Infuse Shot

Changed so only one choice of shot at 3rd, and a second choice at 11th. Now only two shots known in total.

Arcane Shift

Added once per short rest restriction.

Quickened Shot

Added requirement for use of bonus action attack (Extra attack must be used on one target, and bonus action attack must be against a different target.)

Arcane Attunement

Removed advantage on wisdom saves vs spells and resistance to spell damage. Gave proficiency in Wisdom Saving throws.

Archer Magic

Removed access to all wizard spell list when choosing spells and replaced with gaining two extra wizard spells from either evocation or conjuration at 3rd, 5th, 9th, 13th and 17th.

Infuse Shot

Removed level 11 scaling damage from shots. Added clarification to wording to ensure only one infused shot per round.

Complete Overhaul of all options

See the new spoiler containing the overhaul.

General

Formatting and wording throughout for clarification.

Spells List;

Changed Divination to Transmutation for school limitation.

Removed spell list entirely in exchange for choices from divination and evocation schools only, with added choice of any school at 4 different levels.

Added; 1st Lvl, Charm Person, Disguise, Grease, Sleep; 2nd Lvl, Alter Self, Detect Thoughts, Magic Weapon, See Invisibility; 3rd Lvl, Dispel Magic, Feign Death, Glyph of Warding, Phantom Steed; 4th Lvl, Arcane Eye, Fabricate, Hallucinatory Terrain, Mordenkainen's Faithful Hound; 5th Lvl, Animate Objects, Geas, Legend Lore, Pass Wall.

This was an attempt to help increase diversity in the class by adding more options for spell choices, as well as allowing for more defensive and utility across all levels, allowing for non combat focused options.

Enhance Arrows

Changed Hail of Arrows to costing an action to use, not both a bonus action and an action.

Changed wording of Hail of Arrows to clarify that it is a bonus action to expend the spell slot, and then an action to use the hail of arrows.

Added increase of damage to 1d6 at level 17. Took the 15th level options of expending spell slots to fuel magical effects and added it at this level to unlock as levels are gained.

Imbue Arrows

Added that if arrow is not fired within round cantrip is cast, cantrips effect is lost.

Force Arrows;

Edited last line, Force Arrows cannot benefit from the extra force damage of Enhance Arrows.

Added line to clarify that Force Arrows cannot benefit from or be used in conjunction with Enhance Arrows.

Changed so force arrows do damage according to type of bow, and if only force arrows used in a round one ranged weapon attack as a bonus action.

Removed EB+AB clone, gave two options for discussion. 1. normal weapon damage as force, free ammo, and an extra attack as a bonus action if only force arrows used that turn, stacks with Enhance Arrows at 17th Level. 2. free ammo, Force arrows do 1d12+dex damage, and stacks with Enhance arrows straight away, no extra attacks.

Infused Arrows

Added that if arrow is not fired within round spell is cast spell is lost.

Wording changes in an attempt to simplify.





Arcane Archer

Master of the bow, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.

Spellcasting

When you reach 3rd level, you gain the ability to cast arcane spells.
Cantrips.You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. These count as ranger spells for you.
Spells Known. You learn new arcane spells that are in addition to the spells you know from your ranger spellcasting feature. If you gain a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you. You may use a short bow or a longbow as a spellcasting focus for your ranger spells. You learn your choice of two wizard spells that must be of a level for which you have spell slots from the evocation and transmutation schools at 3rd, 5th, 9th, 13th, and 17th levels. You also learn one additional wizard spell that must be of a level for which you have spell slots from any school of magic at 4th, 8th, 14th, and 20th level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 4th, 8th, 14th, or 20th level.

Enhance Arrows

Starting at level 3rd level, when you make a ranged attack with a bow, every nonmagical arrow you use as part of a weapon attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. These attacks deal an extra 1d4 force damage on a hit, which increases to 1d6 extra force damage at 17th level.
As your knowledge of magic grows, you also learn to enhance your arrows with other magical effects by expending spell energy. You can expend a spell slot and perform one of the following options below. Each spell slot level can only be used to perform the options detailed below, and only when you have a spell slot of that level available:
- Guided Arrows. As a bonus action, you may expend a 1st level spell slot and gain advantage on all ranged attack rolls until the end of your next turn.
- Seeker Arrows. As a bonus action, you may expend a 2nd level spell slot and may target invisible creatures, creatures out of line of sight or creatures completely obscured without suffering disadvantage until the end of your next turn. You must be aware of such creatures in order to target them.
- Phase Arrows. As a bonus action, you may expend a 3rd level spell slot and your ranged attacks ignore all types of armor, shields or magical protections a target may possess until the end of your next turn.
- Hail of Arrows. As a an action on your turn, you may expend a 4th level spell slot and use your Force Arrows class feature to make an attack against every enemy creature within range, up to a maximum number equal to your ranger level. You do not have disadvantage for shots at long range when using this feature.
- Death Arrow. As a bonus action on your turn, you may expend a 5th level spell slot, and the next arrow you fire becomes a death arrow. Any target that takes damage from this arrow must make a Constitution saving throw against your spell save DC. On a failed save the target takes 10d10 necrotic damage, or half as much on a successful save. The target dies if the arrow reduces it to 0 hit points.


Imbue Arrows

Beginning at 7th level, when you use an action to cast a cantrip you may imbue it into an arrow instead. You may then use a bonus action to make a ranged weapon attack using the imbued arrow. The cantrip’s range changes to that of the bow you are using, and if the attack hits you deal both the normal weapon damage and the cantrip’s damage. If the cantrip requires a saving throw, the target makes the saving throw as normal before applying any effects. If the cantrip can affect multiple creatures then they must be within 5 feet of the original target. The arrow must be fired in the round the cantrip is cast, or the cantrips effect is lost.

Force Arrows

When you reach 11th level, the need to have ammunition becomes less important to you, as you learn to conjure arrows made entirely of force and fire them in rapid succession. These conjured arrows deal force damage based on the bow that fired them, and on a round when you only use conjured arrows, you may make one ranged weapon attack as a bonus action. Force Arrows do not benefit from the extra force damage granted by your Enhance Arrows class feature.

Infused Arrows

Starting at 15th Level, when you use an action to cast a spell you may infuse it into an arrow instead. You may then use a bonus action to make a ranged weapon attack using the infused arrow. The spells range changes to that of the bow you are using, and if the attack hits you deal both the normal weapon damage and the spells damage after any saving throws. Area of effect spells count as having their origin point from where the arrow lands. The origin point and direction of a spells effect that is a line, cone or cube can be chosen by you. The arrow must be fired in the round the spell is cast, or the spell is lost.



Arcane Archer

Master of ranged weapons, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy at range and their ability to imbue their ammunition with magic. In a group, they can strike fear into an entire enemy army.

Arcane Initiate
When you reach 3rd level, you gain the ability to cast arcane spells.
Cantrips. You learn two cantrips of your choice from the wizard spell list, one of which must be an evocation cantrip. You learn an additional wizard cantrip of your choice at 10th level. These count as ranger spells for you.
Spells Known. You learn new arcane spells that are in addition to the spells you know from your ranger spellcasting feature. If you gain a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you. You learn your choice of two wizard spells that must be of a level for which you have spell slots from the evocation and conjuration schools at 3rd, 5th, 9th, 13th, and 17th levels.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or conjuration spell.
Spell Focus. You may use a ranged weapon as a spellcasting focus.

Arcane Attunement
Beginning at 7th level, the magic you use bolsters your mind. You gain proficiency in Wisdom saving throws.

Archer Magic
Starting at 11th level, when you use an action to cast a cantrip you, you can make one weapon attack as a bonus action. Additionally, you may use your weapons range in place of a cantrips range. The cantrip’s range changes to that of the weapon you are using, even if the cantrips range is usually touch, self, or requires a melee attack.

Arcane Shift
At 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. Once you use this feature you must complete a short or a long rest before you can use it again.



Weapon Caster
Starting at 3rd level, you learn to create ammunition of pure energy. You learn one cantrip of your choice from the following list; booming blade, firebolt, ray of frost, or shocking grasp. You learn one additional cantrip at 11th level from the following list; acid splash, green flame blade, poison spray, or thunderclap.These count as ranger spells for you, and you may use your ranged weapon to cast these cantrips. If you make an attack in this way, the cantrip’s range changes to match the ranged weapon you are using, and you add your Wisdom modifier to the damage roll of the cantrip.

Arcane Archer Magic
From 3rd level, you can cast find familiar as a ritual. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, they count as ranger spells for you and they do not count against your number of ranger spells known. Additionally, you can use your ranged weapon as a spellcasting focus.

Arcane Archer Spells

Ranger
Spells
Level
Gained
3rd
thunderwave, ice knife
5th
Melf’s acid arrow, scorching ray
9th
lightning bolt, Melf's minute meteors
13th
ice storm, vitriolic sphere
17th
immolation, cone of cold

Arcane Attunement
Beginning at 7th level, the magic you use bolsters your mind. You gain proficiency in Wisdom saving throws.

Improved Weapon Caster
When you reach 11th level, you may use your ranged weapon to cast your Arcane Archer Spells. If you choose to do so, the spells range changes to that of the ranged weapon you are using. Additionally, you add your Wisdom modifier to the damage roll of any ranger spell you cast that deals acid, cold, fire, lightning or thunder damage.

Arcane Step
At 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.


Archer Magic (option 2)
From 3rd level, you can regain some of your magical energy by meditating and drawing on the arcane power around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter your ranger level (rounded up), and none of the slots can be 3rd level or higher. Once you have used this feature, you must finish a long rest before you can use it again. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known. Additionally, you may use a ranged weapon as a spellcasting focus.
Arcane Archer Spells
Ranger Spells
Level Gained
3rd (magic missile, identify)
5th (misty step, rope trick)
9th (fireball, sending)
13th (storm sphere, hallucinatory terrain)
17th (cone of cold, scrying)

Replenishment (option 2)
Beginning at 7th level, you can regain some of your magical energy by meditating and drawing on the arcane power around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter your ranger level (rounded up), and none of the slots can be 3rd level or higher. Once you have used this incantation, you must finish a long rest before you can use it again.

Ninja_Prawn
2015-07-22, 04:00 AM
I think Force Arrows is too strong. It gives you the same number of attacks as a fighter - on a character that already has excellent half-casting abilities. It makes the eldritch knight completely redundant.

Of the 'capstone' options, I much prefer the second one. Giving people a limited number of options is more easily balanced and fits the 5e ethos better. As an aside, I'd like to see a fireball option added to the list, purely because it would be cool.

Also, everything this archetype gets, including the spell list, is entirely focused on offense. It would be nice if there was something with more peaceful uses in there.

Honestly, I think this would work better as a prestige class (like the ones many people have been brewing up for 5e recently) with the prerequisites "ability to cast at least one spell" and "proficiency with longbows and/or shortbows".

Ghost Dragon
2015-07-22, 07:26 AM
Thanks for the feedback Ninja :)


I think Force Arrows is too strong. It gives you the same number of attacks as a fighter - on a character that already has excellent half-casting abilities. It makes the eldritch knight completely redundant.

Well, this feature is basically a direct copy of Eldritch Blast with Agonising blast invocation. I hear what you're saying about it having the same number of attacks, but it is essentially just giving one cantrip with one invocation as a whole feature. I don't know about "completely" redundant, as I've tried to word this that all features are only usable using a bow, and in my opinion the Eldritch Knight is biased towards melee.
I changed its stat to use Wisdom instead of Dexterity so it is definitely caster based and on point buy scores should reduce some damage output. I originally had it as a spell attack, but that meant that it could not use Sharp Shooter feat or Hunter's mark as they specifically state 'Weapon attack'. Would changing it back to a spell attack help in your opinion? I really want to keep this feature due to the look of "conjuring the arrows" (as well as hoping to alleviate the whole "running out of ammo" thing), so for a fix, and taking into account what I've just said, what would you recommend?


Of the 'capstone' options, I much prefer the second one. Giving people a limited number of options is more easily balanced and fits the 5e ethos better. As an aside, I'd like to see a fireball option added to the list, purely because it would be cool.

I think I like the 2nd one best too, makes it different to Eldritch knight. Honestly the reason I had the first option is so you could do a fireball thing, so might just do what you suggest and make one of those listed a fireball one.


Also, everything this archetype gets, including the spell list, is entirely focused on offense. It would be nice if there was something with more peaceful uses in there.

Intentionally that way, trying not to step on Wizard toes in terms of broad utility and flexibility (plus the original PrC seemed aimed at aiding damaging spells to be put into arrow attacks and didn't have any defensive features). Eldritch Knight isn't much better in terms of only damage stuff (I did try and put some defensive and utility spells in there, mage armor, shield, misty step, fly, mirror image, Rary's telepathic bond etc) but I see what you are saying. I was actually trying to allow the spells selection to be the difference in terms of defensive options for the subclass by spell selection. With eight spells per level one could skip damage spells at almost every level when choosing their arcane spells. If you could suggest any others that might replace some that would make it more "peaceful" that would be good. I was looking at them and thinking of the Hunter as reference knowing it has defensive features in there but I was just trying to fit in what I had in my head and what's on the original PrC. Any suggestions?


Honestly, I think this would work better as a prestige class (like the ones many people have been brewing up for 5e recently) with the prerequisites "ability to cast at least one spell" and "proficiency with longbows and/or short bows".

Yeh, I'm all about the subclass at the moment to make it fit within the existing structure of the game, helps me be closer to what "is" so it is easier to balance (For me at least :smallwink: )

Thank you again for feedback and if you have any suggestions of alternatives please post. Cheers.

Ninja_Prawn
2015-07-22, 08:24 AM
Well, this feature is basically a direct copy of Eldritch Blast with Agonising blast invocation. I hear what you're saying about it having the same number of attacks, but it is essentially just giving one cantrip with one invocation as a whole feature. I don't know about "completely" redundant, as I've tried to word this that all features are only usable using a bow, and in my opinion the Eldritch Knight is biased towards melee.
I changed its stat to use Wisdom instead of Dexterity so it is definitely caster based and on point buy scores should reduce some damage output. I originally had it as a spell attack, but that meant that it could not use Sharp Shooter feat or Hunter's mark as they specifically state 'Weapon attack'. Would changing it back to a spell attack help in your opinion? I really want to keep this feature due to the look of "conjuring the arrows" (as well as hoping to alleviate the whole "running out of ammo" thing), so for a fix, and taking into account what I've just said, what would you recommend?

You know, I totally didn't see the warlock inspiration. I guess that's just my anti-warlock bias showing. The thing is, EB+AB is one of the best damage-dealing set-ups in the game, and is a major selling point of warlocks as a class.

Keying it off Wis is not a severe nerf, because that's a ranger's second stat anyway. I agree with keeping it as a weapon attack. I support your efforts to eliminate ammo tracking (and I say this as a huge Dwarf Fortress fan). Force damage fits the fluff (and is a highly desirable damage type). My problem is that no other half-caster has anything close to this level of at-will damage. They've already got flexibility, durability and nova damage; they can't be good at everything.

Ok, the EK can use melee weapons. But would you play one if arcane archer was on the table? That's part of the reason I suggested doing it as a PrC - Eldritch Knight / Arcane Archer would be a sensible multiclass.

As for amending it in its current form, I would recommend dropping the extra attacks in favour of d12 damage dice. That gives you a small boost (and compensates for the fact you can't use crossbows), without going overboard. Perhaps incorporate something similar to Guidance on the attack rolls. If you feel like you need a 17th level feature, maybe crank the damage up to 3d4 or something. Or let it stack with Enhance Arrows.


Intentionally that way, trying not to step on Wizard toes in terms of broad utility and flexibility (plus the original PrC seemed aimed at aiding damaging spells to be put into arrow attacks and didn't have any defensive features). Eldritch Knight isn't much better in terms of only damage stuff (I did try and put some defensive and utility spells in there, mage armor, shield, misty step, fly, mirror image, Rary's telepathic bond etc) but I see what you are saying. I was actually trying to allow the spells selection to be the difference in terms of defensive options for the subclass by spell selection. With eight spells per level one could skip damage spells at almost every level when choosing their arcane spells. If you could suggest any others that might replace some that would make it more "peaceful" that would be good. I was looking at them and thinking of the Hunter as reference knowing it has defensive features in there but I was just trying to fit in what I had in my head and what's on the original PrC. Any suggestions?

The offensiveness isn't a huge problem - the hunter isn't much better. I can't think of anything offhand... maybe someone else will come up with something.

Gr7mm Bobb
2015-07-22, 10:08 AM
I like the suggestion to bump the dice size up one. But I would key it off of the weapon being used, but also allow it to be a weapon attack that benefits from the Attack action, and thus limited to 2 attacks.
- Infinite ammo, cool
- Force Damage, sweet
- Reconstructing EB/AB, ehh . . . no

My main issue with that is something that was a similar to one of my complaints about 4e. You are just handing this class the same tool as the Warlock but changing the color of the laser this gun fires. Both do the same damage, but with a different flair.

When they get force arrows, have it bump the dice of the ranged weapon they are wielding by 1 size to start and 2 sizes by 17th level. Is there a particular problem with this subtype using different forms of ranged weapons? I can definitely imagine this archetype potentially making a nice thrown weapon class as well.

Also have you considered giving them the ability to manifest this ranged ammunition w/o a weapon on hand? Something like 1d4 force damage as a finesse thrown range weapon with 30/90 feet range that becomes 1d6 at 17th. It doesn't boost their damage, but allows for flexibility.

The rest of what have is pretty neat. A little complex in some spots, but not 3.5 artificer complex so we're good. Either way good shot at trying to capture an iconic class.

Ghost Dragon
2015-07-23, 08:29 AM
I like the suggestion to bump the dice size up one. But I would key it off of the weapon being used, but also allow it to be a weapon attack that benefits from the Attack action, and thus limited to 2 attacks.
- Infinite ammo, cool
- Force Damage, sweet
- Reconstructing EB/AB, ehh . . . no

My main issue with that is something that was a similar to one of my complaints about 4e. You are just handing this class the same tool as the Warlock but changing the color of the laser this gun fires. Both do the same damage, but with a different flair.

Yeh I am thinking you both are right about it's power. I really wanted to give it that edge of being on par with a full caster (Even if it is just a cantrip) but yeh in terms of it being the best damage at-will in the game, and its not great as just a different coloured laser lol. Will edit soon.


When they get force arrows, have it bump the dice of the ranged weapon they are wielding by 1 size to start and 2 sizes by 17th level. Is there a particular problem with this subtype using different forms of ranged weapons? I can definitely imagine this archetype potentially making a nice thrown weapon class as well.

I like the bumping up of damage die (the Idea from ninja prawn too), but I still like the idea of one possible extra shot (to give it a somewhat hunter feel of an extra attack for horde breaker or its volley) so maybe just do the whole free ammo, is force damage and uses normal weapon damage and allows one extra attack as a bonus action, with it stacking with enhance arrow at 17th level? What say you? I would much rather go for slightly underpowered and flavour than overt damage.

As for the thrown weapon thing, I was just focusing on the "archer only" thing from the original PrC as they had to have a few feats as prereq's one of which was weapon focus bow, so theoretically it could work perfectly for thrown weapon characters, but for now im happy with just focusing on the bow stuff :)


Also have you considered giving them the ability to manifest this ranged ammunition w/o a weapon on hand? Something like 1d4 force damage as a finesse thrown range weapon with 30/90 feet range that becomes 1d6 at 17th. It doesn't boost their damage, but allows for flexibility.

The rest of what have is pretty neat. A little complex in some spots, but not 3.5 artificer complex so we're good. Either way good shot at trying to capture an iconic class.

I'll try and cut down on complexity as I do want to keep it as simple as possible. Thanks Gr7mmBob & NinjaPrawn :) Edit to original post coming soon.

Ghost Dragon
2015-07-23, 06:58 PM
Rightio, edit has happened. Check out change log for quick reference.

For spells list, I was also considering just allowing to pick two spells from the entire wizard list to allow for more at the appropriate levels, but thought that might giving to much freedom (and thumbing in the face of AT and EK...)

Let me know your thoughts, really want to get this one right in feel and balance.

Gr7mm Bobb
2015-07-24, 06:57 AM
For the force arrows, this is how I would do it.

- When using ammunition the enhance arrow feature is still applied.
- When using conjured ammunition, you deal 1 dice size higher at 11th and 2 at 17th. I would be very careful with handing out d12's to things like a blowdart gun or even shortbows. Dice size bump is a better scale without outright breaking items.
- If you would like to reword the player for still using ammunition then I would have the enhance arrow feature become a d6 at 17th level.
I am trying to recommend things that allow the player the potential of more damage while having the table less busy with attack rolls.

As far a the capstone is concerned I like both of the options. When I look at the EK and AT, they both have funny tricks that they can do in addition to gaining spellcasting. Why not have the second option you have listed be an incremental gain as the class progresses? For spell selection I would suggest Divination magic and spells that require an attack roll with the usual freebie spell style like the EK and AT get. Maybe since its a half caster offer a +1 to the unlimited choice spell.

Ghost Dragon
2015-07-25, 09:35 AM
For the force arrows, this is how I would do it.

- When using ammunition the enhance arrow feature is still applied.
- When using conjured ammunition, you deal 1 dice size higher at 11th and 2 at 17th. I would be very careful with handing out d12's to things like a blowdart gun or even shortbows. Dice size bump is a better scale without outright breaking items.
- If you would like to reword the player for still using ammunition then I would have the enhance arrow feature become a d6 at 17th level.
I am trying to recommend things that allow the player the potential of more damage while having the table less busy with attack rolls.

As far a the capstone is concerned I like both of the options. When I look at the EK and AT, they both have funny tricks that they can do in addition to gaining spellcasting. Why not have the second option you have listed be an incremental gain as the class progresses? For spell selection I would suggest Divination magic and spells that require an attack roll with the usual freebie spell style like the EK and AT get. Maybe since its a half caster offer a +1 to the unlimited choice spell.

Changed Force arrows now to be original bow damage but with extra attack as bonus action. I like the extra attack as its in line with some of the hunter features and one extra roll I don't think will make things too busy. Changed Enhance arrows to include the option 2 cap, really like that now, good suggestion :)
Also axed the spell list in exchange for the divination & evocation choices, with free school choice as EK & AT +1 as suggested. Are you sure about divination? Maybe Transmutation and Evocation? Actually I think I like that better, changed it to Transmutation and Evocation. They can always pick up Div spells using the 4 free school choice ones if they want. Transmutation seems more flavourful I think.

Ok, what do you think now? Thank you again for your help in refining this :)

Ninja_Prawn
2015-07-25, 10:05 AM
This is looking good now, nice work! :smallsmile:

Ghost Dragon
2015-07-25, 09:04 PM
This is looking good now, nice work! :smallsmile:

Awesome! Thanks Ninja :) I'm happy too hehe.

Any other comments welcome of course.

Gnomes2169
2015-07-27, 01:42 AM
Only thing I can really comment on is that Hail of Arrows should definitely still cost a full action, since the Arcane Archer can target enemies that aren't confined in a small area, and deals more damage on each shot over all (that extra d6 from force arrows over potentially 20 targets), makes it a straight upgrade to a Hunter with Volley, making it a bonus action so that there is the potential for two more attacks (or, more likely, a fireball) on top of that just seems like overkill.

Ghost Dragon
2015-07-27, 05:24 AM
Only thing I can really comment on is that Hail of Arrows should definitely still cost a full action, since the Arcane Archer can target enemies that aren't confined in a small area, and deals more damage on each shot over all (that extra d6 from force arrows over potentially 20 targets), makes it a straight upgrade to a Hunter with Volley, making it a bonus action so that there is the potential for two more attacks (or, more likely, a fireball) on top of that just seems like overkill.

Thanks Gnomes, just bad wording there on my part, Hail of arrows was always meant to cost your action, it actually takes a bonus action to expend the spell slot, then an action to shoot at your targets. I will amend wording accordingly.

As for the extra d6 damage, that only works on normal ammunition (Enhance Arrows feature specifically states that every non-magical arrow you fire benefits.) The force arrows feature at 11 as it stands now only does normal weapon damage on a hit, and are definitely magical in nature so hopefully this alleviates your concerns for that part too. If you think it needs clarification to make that more clear please let me know.

Good pick up on these, its so funny how wording must be very precise or there can be all sorts of ways to read it. Thanks for the pick up on that one. Thanks :)

Gnomes2169
2015-07-27, 09:03 PM
Thanks Gnomes, just bad wording there on my part, Hail of arrows was always meant to cost your action, it actually takes a bonus action to expend the spell slot, then an action to shoot at your targets. I will amend wording accordingly.

As for the extra d6 damage, that only works on normal ammunition (Enhance Arrows feature specifically states that every non-magical arrow you fire benefits.) The force arrows feature at 11 as it stands now only does normal weapon damage on a hit, and are definitely magical in nature so hopefully this alleviates your concerns for that part too. If you think it needs clarification to make that more clear please let me know.

Good pick up on these, its so funny how wording must be very precise or there can be all sorts of ways to read it. Thanks for the pick up on that one. Thanks :)

I meant enhance arrows, not force arrows, sorry.

Making hail of arrows cost both an action and a bonus action seems a bit overkill on the action economy front, since leaving a few options for a potential bonus action spell (like Hail of Thorns) isn't too game breaking, and is also allowed to stack with volley. Since hail of arrows is more limited in uses/ day than volley, it should be alright to leave it as just an action.

Ghost Dragon
2015-07-28, 05:08 AM
I meant enhance arrows, not force arrows, sorry.

Sweet as ;)


Making hail of arrows cost both an action and a bonus action seems a bit overkill on the action economy front, since leaving a few options for a potential bonus action spell (like Hail of Thorns) isn't too game breaking, and is also allowed to stack with volley. Since hail of arrows is more limited in uses/ day than volley, it should be alright to leave it as just an action.

Hmmm, yeh I think you're right about that. Was just trying to keep the expenditure of a spell slot mechanic uniform throughout the whole feature but yeh I was thinking the same thing today that it might make it to heavy on actions. Edited :)

Thanks again Gnomes

Ghost Dragon
2016-02-14, 05:48 PM
Hey all,

So I have done an overhaul that has been brought about by having play tests and other input regarding scope and application of all the features. Imgur's version of Arcane Archer2.0 has been instrumental in the overhaul, although I did change and tweak some things, but all credit to him for the main structure of "Infused Attack (Infused Shot)" & "Arcane Adept (Arcane Attunement)".

Please PEACH the new overhaul as I feel this version is much better than the last, but am still wanting some feedback on balance and flavour.

JNAProductions
2016-02-14, 06:08 PM
Infused shot should not scale with level. The Hunter archetype's abilities don't-why should yours? Other than that, it's also too powerful-it works on both attacks, while Colossus Slayer (the closest ability) only works once per turn.

Archer Magic is REALLY POWERFUL. That is a LOT of new spells. I would add spells like a domain list-not just blanket access to the Wizard spell list. AKA the largest in the game.

Arcane Attunement is a bit much. It's most similar to Steel Will, which is less powerful by a considerable amount. I'd make this something else.

Quickened Shot doesn't make any sense. Infused Shot already, as per my reading, lets you infuse all your attacks. This is basically a third attack as a bonus action, which is vastly better and more reliable when compared to Hunter.

Arcane Shift is great, totally fine-once per short rest. At-will? This thing is vastly overpowered.

Overhaul this again.

Flashy
2016-02-14, 08:24 PM
Archer Magic is REALLY POWERFUL. That is a LOT of new spells. I would add spells like a domain list-not just blanket access to the Wizard spell list. AKA the largest in the game.

For real. The improved spell selection makes the Arcane Archer substantially more effective in personal combat than the Hunter (Shield, Haste, Thunderwave, Blink, Mirror Image, Fly, Telekinesis, etc), and substantially better at support/battlefield control than the Beastmaster (Web, Animate Dead, Counterspell, Fear, Hypnotic Pattern, Dominate Person, Wall of Force, etc)

Ghost Dragon
2016-02-14, 09:05 PM
Infused shot should not scale with level. The Hunter archetype's abilities don't-why should yours? Other than that, it's also too powerful-it works on both attacks, while Colossus Slayer (the closest ability) only works once per turn.

Scaling was in an attempt to have it be a little like a cantrip. I have no problem pulling the scaling off though. This sentence in Infuse Shot "You can only choose one element to infuse into an attack at a time, and only once per turn." limits it to only one attack. I will reword for clarity.


Archer Magic is REALLY POWERFUL. That is a LOT of new spells. I would add spells like a domain list-not just blanket access to the Wizard spell list. AKA the largest in the game.

Yep I thought so, was an idea someone else had on reddit, I went away from adding to the spell list to just allowing more choice, but seeing as you and Flashy both sight this as way OP I will edit with either a set list (which I don't like because its fun to customize) or a "you may choose two spells at 3rd, 5th, 9th, 13th & 17th and only from evocation and conjuration schools". One of those choices better?


Arcane Attunement is a bit much. It's most similar to Steel Will, which is less powerful by a considerable amount. I'd make this something else.

Hmm, the resistance part I looked at from Pally OoA 7th level ability. Fair enough its to much, but I definitely think it should be spell orientated. What about just the resistance, or just the advantage on Wisdoms saves versus spells (or another ability save instead of Wisdom)? If it's neither of them, not sure what to put there, any suggestions would be welcome.


Quickened Shot doesn't make any sense. Infused Shot already, as per my reading, lets you infuse all your attacks. This is basically a third attack as a bonus action, which is vastly better and more reliable when compared to Hunter.

As I clarified above, Infuse Shot only works on one attack when you first get it, that's why it then works on all attacks here (taking the 1d8 damage of fire as a comparison to Improved Smite from pally as reference of power, which confirms for me the scaling of the infuse shot was an oversight on my behalf and they will not scale now). I thought the bonus action attack might be a bit much so that's fair enough, but on the other hand I put it there to compete with Multiattack options from Hunter. I understand that just getting a bonus attack action every turn is more reliable, so what about putting a condition on being able to use it, say only if you hit with both attacks?
If I just go with Infuse Shot on both attacks from Extra attack, it doesn't seem to rival the Multiattack potential for damage.


Arcane Shift is great, totally fine-once per short rest. At-will? This thing is vastly overpowered.

That's fair, short rest it is.


Overhaul this again.

I will tweak more than overhaul :smallwink:

JNAProductions
2016-02-14, 09:16 PM
Compare it to the Hunter Ranger instead. Paladin is at the very top-Hunter Ranger is in the middle. You don't want to be the top-that makes it objectively better than Hunter and Beastmaster.

Do that, and you should be okay.

Ghost Dragon
2016-02-14, 09:25 PM
Compare it to the Hunter Ranger instead. Paladin is at the very top-Hunter Ranger is in the middle. You don't want to be the top-that makes it objectively better than Hunter and Beastmaster.

Do that, and you should be okay.

Yeh good call. I have made changes to all features. Let me know how it looks now. Quicken shot may still be to OP, but if so could you offer a suggestion on what that feature could be. I want it to be offensive based to match Hunter progression.

JNAProductions
2016-02-14, 09:30 PM
Infused Shot-better than Colossus Slayer. Nerf.

Archer Magic alone is probably enough for level 3.

Arcane Attunement is good.

Quickened Shot... I'd get rid of the bonus action attack. You're already looking at better single target damage with double tap on Infused Shot, no need to give them better multitarget damage too. (Because, as read, the bonus attack also gains Infused Shot.)

Arcane Shift is good.

My advice? Switch Infused Shot to level 11, and have it apply to only one attack. And don't let them pick more options-every other Ranger only gets one, why do these guys get more?

Ghost Dragon
2016-02-14, 09:33 PM
Ok, so I know you said not to use paladin as guide, but as inspiration......

What if 11th Level ability Quickened Shot was renamed Improved Imbued Shot, which still gave the whole you can imbue shots into all attacks now, and gave a spell slot spending mechanic like smite. To keep away from pally stuff it would not be just additional damage, but maybe additional ranged attacks? Or spend a spell slot to imbue a shot with more than one element?

That might be cool actually, spend a first level spell slot to imbue a second element into a shot (only on a hit of course, using pally mechanic), spend a second level slot for three elements and so forth.... or spend a slot to double, triple, quadruple elemental damage dice on a hit??

Just spit balling now, but what do you think? It would take away the bonus action attack, but give single target burst damage.

JNAProductions
2016-02-14, 09:38 PM
Infused Shot needs nerfing. Your recommendation is a buff.

Nerf. Not buff.

Ghost Dragon
2016-02-14, 10:53 PM
Infused Shot-better than Colossus Slayer. Nerf.

I assume that's because you gain all of them by the end progression as you pointed out, so in line with the idea that they are the arcane archers catrip I will limit the choices to only two elements, one choice at 3rd level, and one choice at 11th level.


Archer Magic alone is probably enough for level 3.

I was wanting to give some access to the wizard spell list, but without sacrificing Infused shot. With the limit of what you can now choose in Infused shot, if I make a blend of the two versions I have used so far would that be fair? AKA you don't get additional spells know of wizard list, you can just choose from the wizard list when you get a new ranger spell, but restrict access to only evocation and conjuration?


Arcane Attunement is good.

Awesome, yeh I like this too.


Quickened Shot... I'd get rid of the bonus action attack. You're already looking at better single target damage with double tap on Infused Shot, no need to give them better multitarget damage too. (Because, as read, the bonus attack also gains Infused Shot.)

Yeh I tend to agree, I get too excited sometimes haha. I will just make it so you can use infused shot on all attacks.


Arcane Shift is good.

Awesome.


My advice? Switch Infused Shot to level 11, and have it apply to only one attack. And don't let them pick more options-every other Ranger only gets one, why do these guys get more?

Yeh I would like to keep infused shot at 3rd as it matches hunter ability at that level, and even if they get another choice of infused shot at 11th level, it just gives a little variety, which is something I feel is at the core of the flavour I'm going for. I feel they should get a little more options as being a full arcane caster can present a multitude of options, and I wanted at least a little of that flavour to be in this subclass.

JNAProductions
2016-02-14, 11:10 PM
No, it's actually better even with just one choice. Raw damage-wise, it's better with fire-1d8 damage is the same as CS, but applies even when at full HP, making it great for mook sniping.

All the others are slightly weaker, but have great riders that more than make up for that.

As for getting access to the wizard list... You're trying to cram a lot in here. You have to sacrifice somewhere.

Ghost Dragon
2016-02-14, 11:21 PM
No, it's actually better even with just one choice. Raw damage-wise, it's better with fire-1d8 damage is the same as CS, but applies even when at full HP, making it great for mook sniping.

All the others are slightly weaker, but have great riders that more than make up for that.

As for getting access to the wizard list... You're trying to cram a lot in here. You have to sacrifice somewhere.

Ok, well what about reducing damage dice across the board, making the d8 fire to d6, and all other d6 to d4?

For wizard access, I did at one point have the whole "domain access" feel where they just got two spells that were in a fixed table. Is that a better fix? I just can't see the arcane archer not having any wizard spells at all, and the infuse shot is a design thing I liked the idea of for a replacement to getting access to a cantrip or two.

My original didn't have infused shot but had enhance ammunition. ignoring enhance ammunition, is that spell casting feature better to use all by itself than to give infused shot? (I really would not like losing infused shot now but I do want to make it viable and balanced along side the other ranger archetypes)

JNAProductions
2016-02-14, 11:22 PM
Spell access alone is probably enough for level 3. You trade raw damage for BFC.

Seems like a fair trade to me.

Ghost Dragon
2016-02-15, 01:41 AM
Spell access alone is probably enough for level 3. You trade raw damage for BFC.

Seems like a fair trade to me.

Sorry to be ignorant, but what does BFC stand for?

Ghost Dragon
2016-02-15, 02:54 AM
Spell access alone is probably enough for level 3. You trade raw damage for BFC.

Seems like a fair trade to me.

So as a draft... before I go changing it again 3rd and 11th level abilities could look like this (PS swapped/used different names as I thought they suited better):

Arcane Initiate
When you reach 3rd level, you gain the ability to cast arcane spells.
Cantrips.You learn two cantrips of your choice from the wizard spell list, one of which must be an evocation cantrip. You learn an additional wizard cantrip of your choice at 10th level. These count as ranger spells for you.
Spells Known. You learn new arcane spells that are in addition to the spells you know from your ranger spellcasting feature. If you gain a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you. You learn your choice of two wizard spells that must be of a level for which you have spell slots from the evocation and conjuration schools at 3rd, 5th, 9th, 13th, and 17th levels.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or conjuration spell.
Spell Focus. You may use a ranged weapon as a spellcasting focus.

Archer Magic
Starting at 11th level, when you use an action to cast a cantrip you, you can make one weapon attack as a bonus action. Additionally, you may use your weapons range in place of a cantrips range. The cantrip’s range changes to that of the weapon you are using, even if the cantrips range is usually touch, self, or requires a melee attack.

I have gone with an older class feature I had a 7th level for a while for the new 11th level revision (Dropping infuse shot completely), essentially it is the EK's war magic, utilizing the same action economy but adding more utility to those cantrips that are usually only melee (shocking grasp and green flame blade as examples). I think being 11th level justifies the added utility of range, and it doesn't use full spells later on as the EK does, keeping it different so as to not steal EK thunder. Both other features would remain the same.

What do you think of that as a solution?

Ghost Dragon
2016-03-15, 09:48 PM
A few Brand Spanking new changes!!! Please look at Complete Overhaul No.2 for PEACH in reference/equivalence to the UA Deep Stalker. I have put in alternate options in a separate spoiler, including different spell options so feel free to have a look at those too. Thanks all :smallbiggrin:

JoshR
2016-09-15, 10:22 PM
Thanks for this, Ghost Dragon!

I'm considering playing this ranger in an upcoming campaign.

I'm curious, how would you change it (if at all) to go along with WotC's revised ranger?

Ghost Dragon
2016-10-23, 08:25 PM
Hey all!!!

New Arcane Archer Subclass due to UA Revised Ranger subclass structure and base class changes, as well as an unsatisfactory level of flavour, balance and delivery in play-testing.

Its "Arcane Incantations" design has been drawn heavily from the warlock model of "Invocations". I am much happier with this Subclass now, and feel that the overall balance, flavour and approach is a good one, and should (hopefully) only need tweaking here and there for balance. I have put the most recent iteration at the top of the spoilers with a separate spoiler directly below containing the "Arcane Incantations" options to make it easier to navigate. Thanks goes out to all members who have helped grow this to were it is, very much appreciated.

Please PEACH

Ghost Dragon
2016-11-22, 05:48 PM
Any feedback? A couple of words would be enough :smallwink:

Sicarius Victis
2016-11-22, 10:26 PM
I like the Incantations, they add a decent amount of customization. While Rangers theoretically have a lot of variability, there aren't many different playstyles for them normally. The Incantations add a lot to deal with that probelsm. I particularly like the "Cantrips as Ammunition" Incantations, they're a neat idea.

I'm kind of disappointed that there's no "Imbue Ammunition" Incantation though. I get that at higher levels they can basically do that with damaging spells, but I love the idea of putting a Silence or Darkness spell into an arrow and shooting an enemy caster with it, or something.

Ghost Dragon
2016-11-22, 11:18 PM
I like the Incantations, they add a decent amount of customization. While Rangers theoretically have a lot of variability, there aren't many different playstyles for them normally. The Incantations add a lot to deal with that probelsm. I particularly like the "Cantrips as Ammunition" Incantations, they're a neat idea.

I'm kind of disappointed that there's no "Imbue Ammunition" Incantation though. I get that at higher levels they can basically do that with damaging spells, but I love the idea of putting a Silence or Darkness spell into an arrow and shooting an enemy caster with it, or something.

Hey Sicarius, thanks for the feedback.

Glad you like them, I am happy with them also and its good to hear someone else likes them too :) Yeh the Imbue Ammunition feature was hard to take out and that is what the Weapon Caster feature is supposed to do, as well as a number of other stand alone Incantations (namely blinding shot, death strike and leech arrow) but I like the idea of "Imbue Ammunition" as an incantation early on (with your examples above in mind), so I will design one and put it in soon.

This may lead to a change of the main Weapon Caster level 11 feature so keep an eye out for that too (PS any suggestions on what could be there would be appreciated if you have them :smallsmile:)

Sicarius Victis
2016-11-23, 01:31 AM
Hey Sicarius, thanks for the feedback.

Glad you like them, I am happy with them also and its good to hear someone else likes them too :) Yeh the Imbue Ammunition feature was hard to take out and that is what the Weapon Caster feature is supposed to do, as well as a number of other stand alone Incantations (namely blinding shot, death strike and leech arrow) but I like the idea of "Imbue Ammunition" as an incantation early on (with your examples above in mind), so I will design one and put it in soon.

Perhaps keeping Weapon Caster and adding an Incantation that can be gotten earlier that allows you to cast non-instantaneous AoE spells on arrows, then shooting people with them? If the arrow hits a target, it either sticks into them and effectively renders that target the "center" of the spell effect, or it just hits the target and transfers the spelll's effect to the target.


This may lead to a change of the main Weapon Caster level 11 feature so keep an eye out for that too (PS any suggestions on what could be there would be appreciated if you have them :smallsmile:)

You've managed to cover everything in the 3.PF Arcane Archer, so anything else for this class would have to either be entirely new or be based off of something besides that. I'll try to come up with more ideas soon.

Ghost Dragon
2016-11-28, 10:05 PM
Perhaps keeping Weapon Caster and adding an Incantation that can be gotten earlier that allows you to cast non-instantaneous AoE spells on arrows, then shooting people with them? If the arrow hits a target, it either sticks into them and effectively renders that target the "center" of the spell effect, or it just hits the target and transfers the spelll's effect to the target.

Done, check out Imbue Ammunition in the incantations. I used the idea that it carries the spell and takes effect centered on the creature targeted whether the arrow hits or misses, but the spell is then stationary as I felt having it move with the creature was to OP. Let me know if this fills that spot you think was missing.



You've managed to cover everything in the 3.PF Arcane Archer, so anything else for this class would have to either be entirely new or be based off of something besides that. I'll try to come up with more ideas soon.

I added Arcane Shot to the Incantations to give the option for a little more punch rather than spell effect goodness. Its pretty much just a ranged divine smite that deals force damage and without the extra damage to undead and fiends. Let me know what you think. :)

Sicarius Victis
2016-11-28, 10:48 PM
Done, check out Imbue Ammunition in the incantations. I used the idea that it carries the spell and takes effect centered on the creature targeted whether the arrow hits or misses, but the spell is then stationary as I felt having it move with the creature was to OP. Let me know if this fills that spot you think was missing.

Seems fine. The big problem is that this makes Weapon Caster mostly redundant, but if you only have Weapon Caster without Imbue Ammunition then it's missing a key part of the Arcane Archer idea. I'll see if I can come up with any fun alternative features to replace Weapon Caster, if you want. Or perhaps certain Incantations could replace it, such as Replenishment and something.



I added Arcane Shot to the Incantations to give the option for a little more punch rather than spell effect goodness. Its pretty much just a ranged divine smite that deals force damage and without the extra damage to undead and fiends. Let me know what you think. :)

Seems fine. Another possibility, and one that feels a bit more thematic for a ranged attack, would be having them spend a spell slot BEFORE their ranged attack, getting advantage on the attack and get 1d6+(1d6/slot level) extra force damage if the attack hits. I totally didn't steal it from Gr7mm Bobb, I swear. (http://www.giantitp.com/forums/showthread.php?431632-5e-Duskblade-PEACH) I suppose that one would be kind of stepping on Unerring Accuracy, but that Incantation feels a bit underwhelming anyways. So maybe if you replaced Arcane Shot and Unerring Accuracy with Gr7mm Bobb's Arcane Strike, it might work? I don't know. I'm basically just tossing out ideas to see what sticks.

DanyBallon
2016-11-29, 07:08 PM
I really like the idea of using incantations to imbue your arrows! The variety of incantation is flavourful and seems balanced. But I would do some modifications:
- Enhance Ammunition should have a prerequisite of 5th level, just to prevent bypassing non-magical resistance to early.
- All the "cantrip" incantation would have a lower damage dice to start, increase around 6th to your value, and again at 11th to their top value. Ranger's naturally don't have access to cantrip, so by giving them a limited access early, and full power a few level later should help balance.

Those modifications are by no means an obligation, it's just my feel about giving them access early to magic not usually accessible to ranger.

Also I find extra attack quite boring, what about giving at 5h a feature, let's call it Dual Strike, that would let them release two projectiles from a single attack. Both attack could have different target if they are within 5 ft one of another. Basically it's similar to extra attack, but relies only on a single roll. If you find it kinda weak, maybe increase to 3 projectiles at 11th or 15th level. My only concern, is that it could be combined with extra attack if multiclassing.

Sicarius Victis
2016-11-29, 09:02 PM
- Enhance Ammunition should have a prerequisite of 5th level, just to prevent bypassing non-magical resistance to early..

The Warlock, just as an example, can bypass those resistances at level 3 as well, if they choose Blade Pact. Or they can just use EB+AB, but that's beside the point.


- All the "cantrip" incantation would have a lower damage dice to start, increase around 6th to your value, and again at 11th to their top value. Ranger's naturally don't have access to cantrip, so by giving them a limited access early, and full power a few level later should help balance..

Doesn't make much of a difference. It's either a small speed decrease or a +1 average damage when using a longbow, for an investment that makes up a decent part of what the character actually is. And really, either way it's a much more commonly resisted/immune damage type than B/P/S, at least when using magical weapons.


Also I find extra attack quite boring, what about giving at 5h a feature, let's call it Dual Strike, that would let them release two projectiles from a single attack. Both attack could have different target if they are within 5 ft one of another. Basically it's similar to extra attack, but relies only on a single roll. If you find it kinda weak, maybe increase to 3 projectiles at 11th or 15th level. My only concern, is that it could be combined with extra attack if multiclassing.

It's an interesting idea, OR you could just imagine that's what you're doing with your Extra Attack anyways. It's not that difficult.

DanyBallon
2016-11-29, 09:19 PM
The Warlock, just as an example, can bypass those resistances at level 3 as well, if they choose Blade Pact. Or they can just use EB+AB, but that's beside the point.

Except that warlock, like any other spellcasting class are not martials. Casting spells gets them the advantage to overcome non-magical resistance. While martials have to deal more damge for the same end result, but are geared toward dealing more damage. Allowing the ranger to overcome resistance that early, while still having means to deal more damage, is what I feel may tip the balance in its favor. Again, it just my impression.

I must admit that when homebrewing I'm always on the conservative side. I prefer flavorful and mayby slightly underpowered options, as OP stuff that will break the game as we see too often on the internet :smallwink:

Sicarius Victis
2016-11-29, 11:24 PM
Except that warlock, like any other spellcasting class are not martials. Casting spells gets them the advantage to overcome non-magical resistance.

Would be a good point, if the main part of my post had been about them bypassing it with spellcasting. But no, that part was just an add-on.


While martials have to deal more damge for the same end result, but are geared toward dealing more damage.

And of course, they still can't match a decent spellcaster in either damage or versatility. The Paladin is good for burst damage and not much else, and the Fighter is good at at-will damage. The Ranger, in theory, should be a bit between those two. Since the standard Ranger is quite bad at this job, I see no reason why it shouldn't get buffed.

Though I suppose the UA Ranger not need it.



I must admit that when homebrewing I'm always on the conservative side. I prefer flavorful and mayby slightly underpowered options, as OP stuff that will break the game as we see too often on the internet :smallwink:

Me, I like homebrew that's flavourful and actually does have a reasonable amount of power. But I suppose there's no accounting for taste.

Rerem115
2016-11-30, 05:06 PM
I'm actually pretty impressed with the new version. It's like the bastard child of a wizard, ranger, and a warlock, but in a good way. However, there are a few things I'm not sold on:

1. Arcane Shot. Hot damn, ranged smites? This alone makes this archetype much, much stronger than any other ranger archetype; rangers don't have that many spells that deal direct damage, especially not as reliably as smiting. It's not overpowered, but it definitely requires that the other abilities be carefully worked around in order to compensate for its strength.

2. ...Which brings us to Phasing Shot. Okay, I can kinda understand the logic behind this, but you already gave them smite. You gave the paladin guaranteed crits for an entire turn, which recharges on a short rest?!. Also, why even bother with Unerring Accuracy, when you can just force crits?

3. ....Which in turn brings us to Quickening. Being able to self-cast Haste is an immense buff to rangers.

Long story short, at 11th level, the "optimal" build will be a VHuman (for crossbow feat) dual wielding hand crossbows with Flame Bolt, Phasing Strike, Quickening, and Arcane Shot. Because of Flame Bolt, your hand crossbows deal 1d12 damage, which is in turn buffed by Phasing Strike and Quickening. Turn one, cast Haste, attack once and bonus action attack, and blow a couple of second level smites for some additional damage. Turn two, Phasing Bolt and then hit him twice from your attack and once from Haste and blow all your 3rd level smites. Overall, (assuming 50% chance to hit) your damage is:

Round 1--(2d12+6d8+10)(.5)=25
Round 2--6d12+12d8+15= 108
Grand total=133 damage over 2 rounds, and 108 of it is guaranteed. This is at 11th level, using only one person. If you get someone else to cast Haste on you, you don't need Quickening, and can use Hunter's Mark and Enhance Ammunition to add another 48 damage, of which 36 is guaranteed. That level of nova is simply insane, and because you're still a ranger, you've got decent consistent DPS, utility, and tankiness, to boot. Each ability is fine in and of itself, but when you start combining them, you get into trouble. Just as a quick fix, I'd recommend getting rid of Phasing Shot. Forcing crits is just too strong, especially on an already strong archetype, and getting rid of it will eliminate a lot of the broken synergy between abilities. However, even without Phasing Shot, this archetype still outclasses the others by a significant margin; I don't really have a solution to this, since I feel it's what you intended to do, and balancing this with respect to the other archetypes would require (another) drastic overhaul.

Ghost Dragon
2016-12-01, 05:02 AM
I'm actually pretty impressed with the new version. It's like the bastard child of a wizard, ranger, and a warlock, but in a good way. However, there are a few things I'm not sold on:

1. Arcane Shot. Hot damn, ranged smites? This alone makes this archetype much, much stronger than any other ranger archetype; rangers don't have that many spells that deal direct damage, especially not as reliably as smiting. It's not overpowered, but it definitely requires that the other abilities be carefully worked around in order to compensate for its strength.

Arcane Shot was only recently (within the last 4 days) added honestly as a way to balance out numbers of incantations and I liked the idea of a ranged smite as pally's cant do that, but it was by no means a must have for me and as it seem to be a source of concern and OP synergy I am more than happy to axe it completely. I was quite happy with the list of incantations before I put it in so I will just take it out :)


2. ...Which brings us to Phasing Shot. Okay, I can kinda understand the logic behind this, but you already gave them smite. You gave the paladin guaranteed crits for an entire turn, which recharges on a short rest?!. Also, why even bother with Unerring Accuracy, when you can just force crits?

Phasing Shot originally bypassed all types of armour, but I found that to be to clunky for the 5E straight shooting focus (ie not having to do large amounts of additions and subtractions for rolls) and it was too close mechanically too Unerring Accuracy, so I changed it to this iteration. However with your analysis of damage output (which I am very grateful for because that is not my strong suite) the auto crits are definitely to OP. With your point of this being the obvious choice over Unerring Accuracy I see the fix as being make Phasing Bolts what Unerring Accuracy is now (I wish to keep Phasing Bolts name as it is from the original 3.PF PC)


3. ....Which in turn brings us to Quickening. Being able to self-cast Haste is an immense buff to rangers.

I do know that this is a boon to rangers, but I feel that if I take care of the other points you make this Incantation will be within a balance range compared to other choices and archetypes.


Long story short, at 11th level, the "optimal" build will be a VHuman (for crossbow feat) dual wielding hand crossbows with Flame Bolt, Phasing Strike, Quickening, and Arcane Shot. Because of Flame Bolt, your hand crossbows deal 1d12 damage, which is in turn buffed by Phasing Strike and Quickening. Turn one, cast Haste, attack once and bonus action attack, and blow a couple of second level smites for some additional damage. Turn two, Phasing Bolt and then hit him twice from your attack and once from Haste and blow all your 3rd level smites. Overall, (assuming 50% chance to hit) your damage is:

On Flame Bolt, I upped the damage to 1d12 at 11th only recently to keep it in line with cantrip scaling, however I didnt consider the handcrossbow combo with this (I actually wanted the d10 there so bow users could do that die damage without having to take the Crossbow feat haha). I am happy to scale it back and keep it at 1d10 the whole time (along with Ice Arrow) as it is a bigger damage dice, but the fire damage type was intentional on that bigger damage due to the stack loads of monsters resistant/immune to it.


Round 1--(2d12+6d8+10)(.5)=25
Round 2--6d12+12d8+15= 108
Grand total=133 damage over 2 rounds, and 108 of it is guaranteed. This is at 11th level, using only one person. If you get someone else to cast Haste on you, you don't need Quickening, and can use Hunter's Mark and Enhance Ammunition to add another 48 damage, of which 36 is guaranteed. That level of nova is simply insane, and because you're still a ranger, you've got decent consistent DPS, utility, and tankiness, to boot. Each ability is fine in and of itself, but when you start combining them, you get into trouble. Just as a quick fix, I'd recommend getting rid of Phasing Shot. Forcing crits is just too strong, especially on an already strong archetype, and getting rid of it will eliminate a lot of the broken synergy between abilities. However, even without Phasing Shot, this archetype still outclasses the others by a significant margin; I don't really have a solution to this, since I feel it's what you intended to do, and balancing this with respect to the other archetypes would require (another) drastic overhaul.

So after all the proposed changes do you feel it is at least closer to the others and removes most of the admittedly too strong synergy's? I wont make any changes until I have some more of your feedback.

To Sicarius and Dany, I also appreciated your conversation on the cantrips and Arcane Shot which, along with Rerem has produced the suggested changes. I like the flavour of what I've got, and I'm not on being conservative, but not going for "Oh My God That's Powerful!" either, so I'm similar to Sicarius in how my home-brew taste suppose :smallwink:

Ps thanks all again for all your input and responses, it's making the difference and is much appreciated.

Sicarius Victis
2016-12-01, 06:37 AM
Arcane Shot was only recently (within the last 4 days) added honestly as a way to balance out numbers of incantations and I liked the idea of a ranged smite as pally's cant do that, but it was by no means a must have for me and as it seem to be a source of concern and OP synergy I am more than happy to axe it completely. I was quite happy with the list of incantations before I put it in so I will just take it out :)

Honestly, I don't see much problem with letting them have a ranged Smite. Rangers as a class are kind of stuck in-between single-target and multiple-target effects. Giving them access to an ability like this just helps them focus on one, which they should have been able to do in the first place.


Phasing Shot originally bypassed all types of armour, but I found that to be to clunky for the 5E straight shooting focus (ie not having to do large amounts of additions and subtractions for rolls) and it was too close mechanically too Unerring Accuracy, so I changed it to this iteration. However with your analysis of damage output (which I am very grateful for because that is not my strong suite) the auto crits are definitely to OP. With your point of this being the obvious choice over Unerring Accuracy I see the fix as being make Phasing Bolts what Unerring Accuracy is now (I wish to keep Phasing Bolts name as it is from the original 3.PF PC)

Honestly, I think "Phasing Bolts" should just be dropped as an ability until a better alternative has been found.


On Flame Bolt, I upped the damage to 1d12 at 11th only recently to keep it in line with cantrip scaling, however I didnt consider the handcrossbow combo with this (I actually wanted the d10 there so bow users could do that die damage without having to take the Crossbow feat haha). I am happy to scale it back and keep it at 1d10 the whole time (along with Ice Arrow) as it is a bigger damage dice, but the fire damage type was intentional on that bigger damage due to the stack loads of monsters resistant/immune to it.

Perhaps if the Ice Arrow just matched the weapon's standard damzage die, and Flame Bolt increased it a step?



Ps thanks all again for all your input and responses, it's making the difference and is much appreciated.

No problem.

Rerem115
2016-12-01, 12:41 PM
If you drop Phasing Bolts and used Sicarus Victus' suggestion regarding the canttip arrows, I think it would be pretty good. I'd need to playtest it, but I feel it would be about on par with an Oath of Vengeance paladin. The two share several abilities and have comparable damage outputs, with one being almost exclusively melee with a healing focus while the other is almost exclusively ranged with a survival focus. The flavor is on point, and while it would be better than the average ranger, it would be fair compared to other classes