Larian Banner: Baldur's Gate Patch 9
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Joined: Nov 2022
stranger
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stranger
Joined: Nov 2022
So i always been a fan of ranger combat and much more but i also have always love magic omg i love magic so, though out my years of playing D&D and other RPGs when this came around
Arcane Archer i just knew this was something that had to be place in Baldur gates it not a OP class or anything but it really a good range support that allow players to feel like there a Magic wielding ranger.

So with everyone help i hope to try to get this class notice so they can implement either before release which is highly unlikely or sometime in a future updated patch or DLC honestly i hope we can get this notice but to the community thank you for reading this and for those that help me thank you as well!!!!


FOR THOSE NOT WILLING TO GO TO A SEPERATE PAGE HERE THE BUILD!!!
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Source: Xanathar's Guide to Everything

Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

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. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. 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. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.


THE NIGHT IS FULL OF WONDERS!!
Joined: Oct 2020
Z
journeyman
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Arcane Archer isn't exactly in high demand. It's a pretty bad subclass overall. You're better off being an Eldritch Knight archer if you really want "bows + magic".

I'd rather see a push for Fighter subclasses that are actually okay. Rune Knight and Samurai would both be good inclusions, and Echo Knight could actually be not broken when included in the framework of a video game.

Joined: Dec 2020
old hand
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old hand
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If Arcane Archer makes it in, I suspect it'll receive quite a number of homebrew buffs. But I also suspect that the abundance of magical arrows will likely result in Larian deciding that the subclass is unnecessary.

Sadly dedicated archers in general don't have much for subclass options compared to melee and mages. It's why I was hoping for smites to be changed to work on ranged weapons in this game.

Last edited by Saito Hikari; 18/12/22 07:18 PM.
Joined: Apr 2022
Location: Germany
old hand
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Location: Germany
+1 again (repost)

Yeah, I'm hoping for that subclass too. However, it needs some homebrew love like Larian did with the Berserker. The Battlemaster seems to be more versatile, as it learns more maneuvers and has more uses per rest. This is why the Arcane Archer subclass was mostly ignored (TT) and instead the Battlemaster was repurposed and played as the Arcane Archer it seems... It would be nice to have an Arcane Archer starting with at least the same amount of class-specific maneuvers and uses as the Battlemaster. I wanna try an Arcane Trickster / Arcane Archer multiclass later.

Originally Posted by Saito Hikari
If Arcane Archer makes it in, I suspect it'll receive quite a number of homebrew buffs. But I also suspect that the abundance of magical arrows will likely result in Larian deciding that the subclass is unnecessary.

Hopefully not, because these could be just the "buff", at least to missing, class-specific maneuvers that upgrade the Arcane Archer.

Joined: Aug 2019
enthusiast
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The problem with the Arcane Archer is the number of Arcane Shots they have access to doesn't scale at all until very high level. I wouldn't expect them to have as many uses as the Battlemaster does, as the Arcane Shot options are often have more dramatic effects than maneuvers, but they should scale somewhat better. Grasping Arrow and Banishing Arrow are quite good.


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