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My Arcane Archer changes

3th level: You can use Arcane Shot 2 + your Intelligence modifier. Get

additional usage of Arcane Shot every time they get new arrow.

7th level: Mix Magic arrow and Curving shot in one ability and upgrade their

Arcane shot options

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. And 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.

10th level: They get Prediction shot


At 10th level, you gain the ability predict creature’s movement. Whenever you see a creature moved

10 ft or more, you can sure your reaction to use your Arcane Shot to that creature. You can use this

reaction equal to your proficiency bonus.

15th level: Arcane Barrage


Starting at 15th level, your arrows are empowered with still greater magical potency. When you use

your Arcane Shot feature, you can target one additional creature within range for that attack. Your

magic splits as you fire. Make a separate attack roll for each target, with each taking the normal

damage for your attack and suffering the effect of your Arcane Shot on a successful hit. You can use

this feature a number of times equal to your Proficiency modifier per long rest

Arcane Shot upgrades


Banishing Arrow.

After you reach 7th level in this class, target banished for a 1 minute, a target also takes 1d6 force
damage when the arrow hits it.

After you reach 18th level in this class, target banished for a 10 minute and every minute can they

can end this effect, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow. 

After you reach 7th level in this class, creature will be charmed for 1 not only by ally, but also you.

The psychic damage increases to 3d6

After you reach 18th level in this class, This effect can’t ends early. The psychic damage increases

to 4d6

Bursting Arrow. 

The radius increases to 15ft and the force damage increases to 3d6 when you reach 7th level in this

class.

The radius increases to 20ft and the force damage increases to 4d6 when you reach 18th level in

this class.

Enfeebling Arrow. 

After you reach 7th level in this class, on a failed save target makes their attack with disadvantage

until your next turn. The necrotic damage increases to 3d6

After you reach 18th level in this class, on a failed save target target can’t make more than 1 attack

until your next turn. The necrotic damage increases to 4d6

Grasping Arrow.

After you reach 7th level in this class, DC increases to 9 + your proficiency bonus + your Intelligence

modifier. The poison damage and slashing damage both increase to 3d6

After you reach 18th level in this class, DC increases to 10 + your proficiency bonus + your

Intelligence modifier. The poison damage and slashing damage both increase to 4d6

Piercing Arrow. 

After you reach 7th level in this class, piercing arrow ignoring resistances to piercing damage. The

piercing damage increases to 2d6

After you reach 18th level in this class, piercing arrow ignoring immunity to piercing damage. The

piercing damage increases to 3d6


Seeking Arrow.

After you reach 7th level in this class, on a failed save, you can know creature exact location for a

minute. The force damage increases to 2d6 when you reach

After you reach 18th level in this class, on a failed save, you can know creature exact location for an

hour. The force damage increases to 3d6 when you reach

Shadow Arrow.

After you reach 7th level in this class, on a failed save target can’t hear and see more than a 5 feet

for 1 minute. The psychic increases to 3d6 when you reach

After you reach 18th level in this class, on a failed save target can’t hear and they see you and your

allies as their allies and their allies as you. The psychic increases to 4d6 when you reach.

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