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Subclass Fighter Arcane Archer

yoonmoonsik edited this page Jul 2, 2026 · 5 revisions

What Is the Arcane Archer?

The Arcane Archer is a Fighter subclass that infuses physical ranged attacks with arcane magic through Arcane Shots — a limited pool of magical arrow effects that layer debuffs, damage, and control on top of standard weapon attacks. Arcane Shot at Level 3 provides 2 uses per Short Rest and access to multiple different arrow types. Magic Arrow at Level 7 makes all ranged weapon attacks magical. Ever-Ready Shot at Level 10 ensures you always start combat with at least 1 Arcane Shot available.

Class Features

Progression Overview

LEVEL FEATURE
3 Arcane Archer Lore, Arcane Shot
7 Magic Arrow, Curving Shot
10 Ever-Ready Shot

Level 3

Arcane Archer Lore You gain proficiency in the Arcana or Nature skill, and you learn the Prestidigitation and Druidcraft cantrips.

Arcane Shot Once per turn when you fire a ranged weapon attack, you can apply one of your Arcane Shot options to it. You use the shot directly after the attack hits a creature, unless the shot's description says otherwise. You have 2 uses of this ability, and you regain all expended uses when you finish a Short or Long Rest.

Choose 2 Arcane Shot options when you gain this feature, and choose 2 more at Levels 7 and 10:

  • Banishing Arrow — Force a Charisma save or banish target to the Feywild until end of your next turn.
  • Beguiling Arrow — Force a Wisdom save or the target is Charmed by one of your allies.
  • Bursting Arrow — Deal 2d6 Force damage in a 10-foot burst around the target (no save).
  • Enfeebling Arrow — Force a Constitution save or the target's attacks deal only half damage until end of your next turn.
  • Grasping Arrow — Target takes 2d6 Poison damage immediately and 2d6 slashing damage per turn while poisonous vines grapple it (Strength check to break free).
  • Piercing Arrow — Shoot in a line, passing through up to 6 creatures (Dexterity save for half Force damage).
  • Seeking Arrow — The arrow curves around obstacles to seek a chosen creature within 1 mile, ignoring cover and long-range penalties.
  • Shadow Arrow — Force a Wisdom save or the target can't see beyond 5 feet until end of your next turn.

Level 7

Magic Arrow 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 damage.

Curving Shot 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.

Level 10

Ever-Ready Shot If you roll Initiative and have no uses of Arcane Shot remaining, you regain 1 use of it.

Playstyle Notes

The Arcane Archer is the control-focused ranged Fighter. Unlike other Fighter subclasses that primarily enhance damage, the Arcane Shot options lean toward debuffs and battlefield manipulation — Banishing Arrow removes a target from the fight entirely for a turn, Shadow Arrow blinds, Enfeebling Arrow halves damage output, and Grasping Arrow creates sustained damage plus movement restriction.

The 2-use-per-Short-Rest limit makes Arcane Shot a precision resource. In a typical Short-Rest adventuring day with two Short Rests, you get 6 total Arcane Shot uses. Choosing when to spend them — on the initial alpha strike, on the BBEG, or to handle a specific threat — determines the subclass's effectiveness.

Curving Shot at Level 7 reduces wasted shots: miss on one target, redirect to another. Against enemies with high AC, this converts a miss from a lost Arcane Shot to a second chance.

Magic Arrow ensures that at Level 7, every arrow bypasses nonmagical resistance — relevant for enemies immune to nonmagical attacks. Combined with Arcane Shots, this makes the Arcane Archer effective even against physically resistant enemies.

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