This is going to be the second time I play an Arcane Archer (Fighter subtype) from Unearthed Arcana. Though, the first one was a multiclass Raven Queen Bladelock with her preferred weapon being longbow. I know, a Warlock not maining Eldritch Blast? Heresy!
The options for Arcane Shots are a good and varied lot, so I have no complaints on there. But what if we wanted more options? Because we all know more options are good!
So, presented here are some other ideas for more Arcane Shots. Many are modeled after the effects of some spells and/or abilities of other classes. May you always get your hit from a distance!
- Clerical Shot: you chose an ally within your firing range. The Clerical Shot does not damage them, and instead heals your ally for 2d10+their Constitution modifier.
- Misty Shot: you shoot a hazy pink gaseous arrow at a foe. On a hit, they take the stationary force damage from your Arcane Shot. As a bonus action, you may teleport to where the target is and make a single melee weapon attack against them
- Elemental Shot: you shoot a target within range. On a hit, they also take 2d6 elemental damage of your choice: either fire, cold, acid, poison or thunder damage. Resistances and immunities are ignored, as it is counted as magical damage plus that elemental type.
- Frenzied Shot: you shoot a target, who must make a Wisdom saving throw equal to 8+your Dexterity modifier+proficiency bonus. On a failure, the target must attack once on the nearest target that is within range of them. They are not affected by the effects of your Frenzied Shot once they successfully attack. If the target is attacked before an action can be taken against one of it’s allies, they have advantage on their saving throw.
- Draining Shot: you shoot a black arrow wreathed in green energy. A target hit by your Draining Shot must make a Constitution saving throw equal to 8+your Dexterity modifier+your proficiency modifier. On a failure, chose one of their stats. That stat is decreased by one.
- Favored Shot: you shoot an arrow at a target. On a hit, you chose a creature typing from the following: celestial, fey, beast, abberant, monstrosity. Creatures of that typing have advantage on hitting the target for 1 minute.
- Lightened Shot: you shoot a white arrow at a target. On a hit, the target is wreathed in glowing energy. They do not gain benefits from being invisible or hidden via Stealth.
- Reaper’s Shot: you shoot a skeletal arrow at a target. On a hit, the target takes an additional 3d8 necrotic damage when a critical hit is scored on the creature. This effect ends when they take that critical hit.
- Cold Iron Shot: you shoot a frigid arrow. A fey creature hit by this arrow takes an additional 2d8 cold damage that cannot be ignored.
- Demonic Shot: you shoot a heated arrow at a target, centered at a weapon they are holding. On a hit, the target must make a DC Constitution saving throw equal to 8+your Dexterity modifier+your proficiency bonus. On a failure, they take 1d10 fire damage and drop their weapon, similar to the effect of the heat metal spell.
- Vampiric Shot: you fire a magical arrow at a target, who must make a DC Constitution saving throw equal to 8+your Dexterity modifier+your proficiency bonus. On a hit, they lose 2d6 hit points and you gain that many back.
- Shapeshifter’s Shot: you fire an arrow wreathed in moonlight. A shapeshifter hit by this arrow must make a DC Constitution saving throw equal to 8+your Dexterity modifier+your proficiency bonus. On a failure, they revert to their animal form for the next round.
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