Arcane Archer Tree

About the Arcane Archer

Draw from the Void. Light the way. Never be without a weapon.

The arcane archer does not use a physical bow or arrows. Instead, they conjure a bow of mana and bind it to their will, creating arrows as needed to pierce their targets or provide some crowd control on the battlefield.

Armor Class: Light armor

Abilities

At level one, you gain the first two Mage class abilities and the level one Archer class ability. From levels two through twenty, you may only choose one ability per level: the Mage ability or the Archer ability. You may choose abilities from previous levels except on levels 5, 15 and 20.     

 
Level Mage Ability Cost TN Arcane Archer Ability Cost TN
1 Lesser Healing (active spell): heal an adjacent ally or yourself for 1D6. 1 MP NA Bound Bow (basic attack): You conjure a bow of pure energy and a quiver of 6 arrows made from the same material. Each arrow does 1D6 damage with a range of 60 ft. This bow lasts until you end the spell or until it is disrupted by another effect. 0 MP to cast bow and 6 arrows. Additional arrows cost 2 MP per quiver and require a minor action to craft. NA
1 Barrier Defense: Put up a magical ward to deflect incoming attacks. Roll to block. 1 MP NA      
2 Lightbulb (active): A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen 2 MP to cast. 2 MP per hour. NA Keen Scout (passive): You may add your dexterity modifier to all your combat rolls. NA NA
3 Ice Lance (active): Freeze your target. If they were already frozen, they take 1D6 damage. 3 MP 13, Range = 30 ft Barrage (active): Make an attack against any number of creatures in a 15-foot radius burst, up to the number of arrows currently in your quiver, making separate attack and damage rolls for each creature. 8 MP 15
4 Detect Thoughts (active): Gaze into the mind of your target for one minute, hearing their inner thoughts and discovering their planned actions. 3 MP 13 Counterfeit (active): Your bow isn't always the best weapon when you're in a pinch. Conjure a copy of any weapon within your line of sight for your own personal use. You may use this weapon using your Wisdom instead of the weapon's primary stat (strength or dex), however this incurs a penalty of -2 for Strength weapons and -1 for Dexterity weapons. This weapon lasts until you end the spell or it is disrupted by another effect. Not usable with Keen Scout. 6 MP 15
5       Tether (active): Once per day, you fire an arrow that tethers all enemies in a 15ft by 15ft square. All enemies in that area must make a dexterity save against your TN plus your wisdom (and dex, if you took Keen Scout). Enemies that pass may move to a space outside of and adjacent to the affected area. Enemies that fail are tethered and cannot use magical abilities or move actions, and they have a disadvantage. They may attempt a dex save at the start of each turn they are tethered for a chance to escape. Tether lasts for 2 rounds and any enemies that enter the affected space in that time must also pass a dex roll or become tethered. 6 MP 13
6 Leftovers (active): At the end of every day, you may deposit your unspent mana into a gemstone to save for later. You may only fill a gemstone to its capacity, however. NA NA Active Camouflage (active): Renders you completely invisible to the naked eye. Your camouflage is broken when you choose to end this spell, when it is disrupted by another effect, when you use any ability besides your basic Bound Bow, or when you take damage. 5 MP to cast, 1 MP per turn to maintain in combat or 1 MP to maintain per hour outside of combat. 12
7 Cone of Cold (active): Freeze your target and any adjacent enemies. Then roll a D3 for each of them to determine how much damage they take. 5 MP 15, Range = 25 ft Replenish (passive): Any arrows remaining in your quiver after you end the spell are refunded as mana points. NA NA
8 Scry (active): You can see and hear any creature who you can picture clearly in your mind (must know what they look like, if you know their true name, add +1 to your roll). The target must make a wisdom saving roll. 4 MP TN varies. Crowd Control (active, upgrades Barrage): Make an attack against any number of creatures in a 20-foot radius burst, up to the number of arrows currently in your quiver, making separate attack and damage rolls for each creature. 10 MP 15
9 Detect Magic (active): For the duration of this spell, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 2 MP to cast, 2 MP per Hour 13 Armor Piercing Rounds (passive, upgrades Bound Bow): Your arrows pierce through armor. NA NA
10 Stolen Geas (active): You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you. 6 MP 16 Quiver (passive, upgrades Tether): You may use Tether up to 3 times per day. NA NA
11 Cat (active): Make any creature your familiar. Your familiar is unwaveringly loyal to you and has an initiative 1 lower than your own, but otherwise maintains all of its stats. It must make a Wisdom saving throw to avoid this fate. 10 MP Small creatures: 10 Medium Creatures: 15 Large Creatures: 20 Time Dragons: 9,000 Nightstalker (passive): Gain the advantage when shooting from stealth (while out of an enemy's line of sight). NA NA
12 Dispel Magic (active): Ruin the plans of any caster nearby. The target (whether you can see them or not) must make a wisdom saving throw. If they fail, any of their magical effects in the area are canceled faster than a new primetime network television show. 10 MP 18 Snapshot (Passive, upgrades Bound Bow): You may make two basic attacks with Bound Bow each turn.    
13 Turn Undead (active): Target any undead creature. It must make a Wisdom saving throw against your TN plus your Wisdom. If it fails, it is immediately destroyed. 5 MP 15 Lightweight (passive): Gain +2 dexterity when holding your Bound Bow NA NA
14 Polymorph (active): Choose a target.They must attempt a wisdom saving throw. If they pass, nothing happens. If they fail, turn the target into a chicken with one HP. 10 MP 15 Over the Horizon (passive, upgrades Bound Bow): Doubles your range of all basic attacks made with your bow. NA NA
15       Bloodbound (active, upgrades Tether): Increases the area of effect for your Tether to a 20ft x 20ft square and causes damage dealt to any tethered enemy to be shared to all affected enemies. For example, if enemy A takes 5 damage, all other tethered enemies also take 5 damage. 8 MP 15
16 Frost Nova (active): Freeze all enemies within line of sight. Enemies must make a wisdom saving throw to avoid this fate. 18 MP 17 Army of One (active, upgrades Crowd Control): Make an attack against any number of creatures in a 25-foot radius burst, up to the number of arrows currently in your quiver, making separate attack and damage rolls for each creature. 12 MP 16
17 Haste (active): Choose a willing target that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to all damage, it has advantage on Dexterity saving throws, and it gains an additional major action on each of its turns. 10 MP per turn 15 Firefly (passive, upgrades Bound Bow): Enemies killed by your arrows explode, dealing 1D6 to all adjacent enemies. NA NA
18 Bigger, Better Barrier (active): An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain the chance to block incoming attacks with a bonus +5 to your roll. 8 MP 13 Well-Rounded (Passive, upgrades Counterfeit): Removes penalties for replacing a conjured weapon's stat modifier with your Wisdom modifier. You may now also add your dexterity modifier to the roll if you took Keen Scout. NA NA
19 Blizzard (active): Freeze all enemies within line of sight and deal 1D6 to each of them. If they were already frozen, deal 2D6. Enemies must make a wisdom saving throw to avoid this fate. 20 MP 17 Field Scout (passive, upgrades Bound Bow): Your quiver now can hold 12 arrows. You conjure a full quiver at no additional cost when casting Bound Bow. NA NA
20       Black Hole (active, upgrades Tether): Increases the area of effect for your Tether to a 25ftx25ft square. Tether now lasts for 4 turns. 15 MP 18

Arcane Archer Tree

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