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| #1Jared711Jun 11, 2015 10:21:18 | Wizard Archetype - Arcane archer
2nd level Arcane blast: Whenever you make a ranged weapon attack that hits, you may expend a spell slot of first level or higher Arcane damage: The extra damage type is either force or an elemental type of your choice, which may be changed at a long rest. Summon arrows: You can conjure normal arrows of out thin air as a free action. Summoned arrows last one round. Arcane focus: Your ranged weapon is considered an arcane focus.
6th level Ex t r a A t t a c k: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Grappling arrow: By spending a bonus action, you can conjure a grappling hook with rope to the end of an arrow you fire. The rope attached is a rope 50'. This rope disappears after an hour. You may only have 100' of this type of rope at one time and you can dismiss it to make more.
When you use the arcane blast feature you can expend your bonus action and reduce the damage by 2d6 to do the following: Arrow of the snake: The hit creature makes a constitution saving throw. If it fails, energy wraps around it's legs and it receives the restrained condition for one round. This is considered a magical spell effect. Tripping arrow: The hit creature makes a dexterity saving throw. If it fails, it falls prone. This is considered a magical spell effect.
At 10th level . When you use the arcane blast feature you can expend your bonus action and reduce the damage by 4d6 to do the following: Electric arrow: The hit creature makes a constitution saving throw. If it fails it is shocked and it receives the paralyzed condition for one round. This is considered a magical lightning spell effect.
Arcane nova – Once per short rest you may shape an arcane blast with your attack. If you use the arcane blast feature you may expend your bonus action to apply the spell slot damage to all creatures in a 20’ radius from the creature hit. Only the creature attacked receives weapon and critical damage.
Hail of arrows - As an action – you can expend a spell slot to attack multiple targets in range. You may attack a different target per level of spell slot sacrificed. This can be combined with arcane blast but a spell must be sacrified for each target you choose to affect. Arcane damage - You can choose to have your base weapon damage be force or an elemental type. This can be changed as at a long rest. Seeking arrow - Once per short rest, Your ranged attack grants you vision from the missile. The missile moves at speed 30' and has blindsight 60'. The arrow lasts for ten rounds.
Because this study is so vigorous you lose the wizard class features of: Arcane recovery, Spell mastery and Signature Spells.
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| #2Jared711Jun 12, 2015 9:38:32 | Bump, any thoughts. Too powerful, wrong ablities, etc?
I thought about having it be more of a ranger subclass using the example of paladin divine smite (at range) but then the spell list would need to change to get more iconic wizard type spells of an arcane archer.
Hanging it off of a fighter simply doesn't have enough magic capcity because most of what makes a fighter good is not in their subclass. Again, I would be forced to remove fighter features to bring the class into balance.
I am not sure I needed to remove the wizard archetype class abilities but I figured for balance it probably needs it. This does follow suit of the unearth arcana spell less ranger though.
My thoughts about spells is that I didn't want really powerful spells like otto's irrestable dance to be delivered at range. So I made up imposing conditions instead of being able to use any spell via an arrow which might break the game as the 5.0 beta feat "Arcane archery" did. I am also requiring a bonus action to use it so it's not free to impose a spell like condition.
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| #3HermanTheWizeJun 12, 2015 9:58:30 | Arcane blast: At 2nd level whenever you make a ranged weapon attack that hits, you may expend a spell slot of first level or higher
Should probably be 2d6
Each level above first should do an extra d6 damage
Also you should probably restrict the damage type to force, being able to pick between all the damage types is pretty redicouls. |
| #4HermanTheWizeJun 12, 2015 9:55:33 | I like this
Ex t r a A t t a c k Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When you use the arcane blast feature you can expend your bonus action and reduce the damage by 2d6 to do the following: The hit creature makes a wisdom saving throw. If it fails, it receives the frightened or restrained condition for one round. This is considered a magical spell effect.
I think these should be stunned or knocked prone, till the start of its next turn. Like taking a force shot to the head or legs. Creature must me large or smaller for this to work. |
| #5HermanTheWizeJun 12, 2015 9:57:47 | At 10th level . When you use the arcane blast feature you can expend your bonus action and reduce the damage by 4d6 to do the following: The hit creature makes a constitution saving throw. If it fails, it receives the Stunned or paralyzed condition for one round. This is considered a magical spell effect.
Arcane nova – Once per short rest you may shape an arcane blast with your attack. If you use the arcane blast feature you may expend your bonus action to apply the spell slot damage to all creatures in a 20’ radius from the creature hit. Only the creature attacked receives weapon and critical damage.
I'd take out NOVA (You already have tons of AOE no need), and give a passive d6 force damage to all bow attack, similar to paladin. |
| #6HermanTheWizeJun 12, 2015 10:01:59 | You mostly have pure combat, how about some utility for the arcane archer.
Ideas:
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| #7HermanTheWizeJun 12, 2015 10:04:01 | Remeber you are stilla full caster, so you gotta be careful with making this to good. |
| #8Jared711Jun 12, 2015 10:27:28 |
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