![]() ![]() The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. Your enchantment magic causes this arrow to temporarily beguile its target. 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.Īfter you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.īeguiling Arrow. While banished in this way, its speed is 0, and it is incapacitated. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.īanishing Arrow. They are all magical effects, and each one is associated with one of the schools of magic. The options are presented here in alphabetical order. The Arcane Shot feature lets you choose options for it at certain levels. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. Starting at 15th level, your magical archery is available whenever battle starts. 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. Curving ShotĪt 7th level, you learn how to direct an errant arrow toward a new target. The magic fades from the arrow immediately after it hits or misses its target. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Magic ArrowĪt 7th level, you gain the ability to infuse arrows with magic. 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. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below). ![]() Arcane ShotĪt 3rd level, you learn to unleash special magical effects with some of your shots. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip. Source: Xanathar's Guide to Everything Arcane Archer LoreĪt 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. ![]()
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