Steampunkette
2016-12-06, 09:51 PM
Warlock Patron: Arcane Archer
This subclass ditches the storyline fluff of borrowing power and just assumes the character is an arcane archer.
Expanded Spell List
1st Ensnaring Strike, Hail of Thorns
2nd Barkskin, Cordon of Arrows
3rd Conjure Barrage, Lightning Arrow
4th Freedom of Movement, Stoneskin
5th Conjure Volley, Swiftquiver
Arcane Shot
Starting at 1st level you wield the power to imbue your arrows with magical power. Whenever you cast a Warlock spell with a range longer than Self or Touch you can instead empower your arrows with the spell. Doing so causes your Dexterity Ability Modifier to replace your Charisma Ability Modifier in all spell effects including attack roll modifiers, damage bonuses, and spell save DC. You also substitute the range of the weapon for the range of the spell, and grant advantage to your enemies on saving throws against spells fired from a bow at long range. If the spell creates multiple emanations, such as Meteor Swarm, additional arrows must be expended equal to the number of targets. If the spell requires multiple attack rolls, such as Eldritch Blast, you must make separate attack rolls as normal.
Countershot
On reaching 6th level you may expend your reaction to attempt a Countershot when targeted by a ranged attack of any kind. Make an opposed attack roll against the ranged attack targeting you. On a successful roll, you deflect the incoming attack, completely. This ability can be used once per short or long rest.
Imbue Arrows
At 10th level you gain the ability to imbue a quiver of up to 20 arrows with magical power. Each arrow becomes magical and deals an additional 1d6 piercing damage to any target struck by them. These arrows last for 8 hours and can be used by anyone. Unlike normal magical ammunition, Imbued Arrows face the normal loss/damage rate of a regular arrow and retain their enchantment until broken or the duration of the effect ends. This ability can be used once per long rest.
Arrow of Death
At 14th level you gain the ability to empower an Arrow of Death as an action once per long rest. A creature with less than 100hp struck by this arrow must succeed at a Constitution saving throw or die, immediately. On a successful saving throw, the target is subject to an automatic critical hit, as if you had rolled a natural 20 on the attack roll. The arrow lasts until it is used or until you take a long rest, and once fired loses all magical ability whether it hits or misses.
New Warlock Pact:
Pact of the Bow
(As Pact of the Blade, but creates a hand crossbow, light crossbow, heavy crossbow, shortbow, or longbow)
Seeker Arrow, Guiding Arrow, Elemental Arrow, and the like as invocations. Give them the ability to gain extra attack at 5 through invocations and the ability to expend a bonus action to make a ranged attack as a bonus action on a round where they cast a spell somewhere around level 11 instead of lifedrinker.
It probably needs a ton of cleaning up and some rewording, but what do you think?
This subclass ditches the storyline fluff of borrowing power and just assumes the character is an arcane archer.
Expanded Spell List
1st Ensnaring Strike, Hail of Thorns
2nd Barkskin, Cordon of Arrows
3rd Conjure Barrage, Lightning Arrow
4th Freedom of Movement, Stoneskin
5th Conjure Volley, Swiftquiver
Arcane Shot
Starting at 1st level you wield the power to imbue your arrows with magical power. Whenever you cast a Warlock spell with a range longer than Self or Touch you can instead empower your arrows with the spell. Doing so causes your Dexterity Ability Modifier to replace your Charisma Ability Modifier in all spell effects including attack roll modifiers, damage bonuses, and spell save DC. You also substitute the range of the weapon for the range of the spell, and grant advantage to your enemies on saving throws against spells fired from a bow at long range. If the spell creates multiple emanations, such as Meteor Swarm, additional arrows must be expended equal to the number of targets. If the spell requires multiple attack rolls, such as Eldritch Blast, you must make separate attack rolls as normal.
Countershot
On reaching 6th level you may expend your reaction to attempt a Countershot when targeted by a ranged attack of any kind. Make an opposed attack roll against the ranged attack targeting you. On a successful roll, you deflect the incoming attack, completely. This ability can be used once per short or long rest.
Imbue Arrows
At 10th level you gain the ability to imbue a quiver of up to 20 arrows with magical power. Each arrow becomes magical and deals an additional 1d6 piercing damage to any target struck by them. These arrows last for 8 hours and can be used by anyone. Unlike normal magical ammunition, Imbued Arrows face the normal loss/damage rate of a regular arrow and retain their enchantment until broken or the duration of the effect ends. This ability can be used once per long rest.
Arrow of Death
At 14th level you gain the ability to empower an Arrow of Death as an action once per long rest. A creature with less than 100hp struck by this arrow must succeed at a Constitution saving throw or die, immediately. On a successful saving throw, the target is subject to an automatic critical hit, as if you had rolled a natural 20 on the attack roll. The arrow lasts until it is used or until you take a long rest, and once fired loses all magical ability whether it hits or misses.
New Warlock Pact:
Pact of the Bow
(As Pact of the Blade, but creates a hand crossbow, light crossbow, heavy crossbow, shortbow, or longbow)
Seeker Arrow, Guiding Arrow, Elemental Arrow, and the like as invocations. Give them the ability to gain extra attack at 5 through invocations and the ability to expend a bonus action to make a ranged attack as a bonus action on a round where they cast a spell somewhere around level 11 instead of lifedrinker.
It probably needs a ton of cleaning up and some rewording, but what do you think?