Blackflight
2018-11-24, 09:24 AM
I really like the theme and flavor of the arcane archer fighter subclass, but I generally think its a bit subpar and I do not like way it scales. First of all having 2 shots/short rest for the entire game and having no damage progression from 3rd level up until 18th level is harsh. Futhermore, I think that the arcane archer would suit very nicely as a ranger subclass option rather than a fighter.
Because of this I've tried to convert the subclass to be an available option to the Ranger instead. The idea is to keep the original features as is: Arcane archer lore (3), arcane shot (3), magic arrow (7), curving shot (7) and ever ready shot (15).
While also adding the two new features.
Arcane conversion
At 3rd level, as a bonus action, you can expend a spell slot to regain a use of your arcane shot. Once you use this feature you must wait 1 minute before you can use it again.
Improved arcane shot
By 11th level, whenever you hit a creature with an arrow, it takes an extra d8 force damage.
In addition, whenever you use your arcane shot feature, you increase the damage roll by an additional d6. The damage roll of your arcane shot is further increased by an additional d6 damage at your 15th level.
The original damage increase at 18th level is removed and instead scales more steadily from the new "improved arcane shot" feature at 11th level. Additionally, the ranger does not have any feature at their 18th level, so the final damage increase is achieved at their 15th level rather than their 18th. Furthermore, the ranger subclasses generally benefits from powerful features at 11th level, like Stalker's Flurry, Distant Strike and Multi-attack, so I think it would be balanced to have an overall damage increase of d8 force damage per shot (similar to the paladin's improved divine smite).
Futhermore, the arcane conversion is added to keep the flavor of the original arcane archer (2 shots per short rest), while also adding options for converting spell slots to more shots (this makes the subclass scale well into the lategame as you'll have more shots per rest the higher level you are). I've added a limit of 1 shot per minute to not let this feature be spammable during a short boss encounter.
As a final note: The Ranger subclass is overall stronger than the fighter subclass. Having said that, the designer's intention was to have fighter base class be stronger than ranger base class, while ranger subclasses be stronger than the fighter subclasses. To balance this, I do believe it is important to actually make the ranger subclass slightly stronger than the fighter to avoid making it overall too underpowered
For discussion on this topic, see link: https://rpg.stackexchange.com/questions/108345/would-allowing-a-ranger-to-take-the-arcane-archer-archetype-be-op-up?rq=1
What do you guys think? would this be balanced? Is it something you would enjoy playing?
Because of this I've tried to convert the subclass to be an available option to the Ranger instead. The idea is to keep the original features as is: Arcane archer lore (3), arcane shot (3), magic arrow (7), curving shot (7) and ever ready shot (15).
While also adding the two new features.
Arcane conversion
At 3rd level, as a bonus action, you can expend a spell slot to regain a use of your arcane shot. Once you use this feature you must wait 1 minute before you can use it again.
Improved arcane shot
By 11th level, whenever you hit a creature with an arrow, it takes an extra d8 force damage.
In addition, whenever you use your arcane shot feature, you increase the damage roll by an additional d6. The damage roll of your arcane shot is further increased by an additional d6 damage at your 15th level.
The original damage increase at 18th level is removed and instead scales more steadily from the new "improved arcane shot" feature at 11th level. Additionally, the ranger does not have any feature at their 18th level, so the final damage increase is achieved at their 15th level rather than their 18th. Furthermore, the ranger subclasses generally benefits from powerful features at 11th level, like Stalker's Flurry, Distant Strike and Multi-attack, so I think it would be balanced to have an overall damage increase of d8 force damage per shot (similar to the paladin's improved divine smite).
Futhermore, the arcane conversion is added to keep the flavor of the original arcane archer (2 shots per short rest), while also adding options for converting spell slots to more shots (this makes the subclass scale well into the lategame as you'll have more shots per rest the higher level you are). I've added a limit of 1 shot per minute to not let this feature be spammable during a short boss encounter.
As a final note: The Ranger subclass is overall stronger than the fighter subclass. Having said that, the designer's intention was to have fighter base class be stronger than ranger base class, while ranger subclasses be stronger than the fighter subclasses. To balance this, I do believe it is important to actually make the ranger subclass slightly stronger than the fighter to avoid making it overall too underpowered
For discussion on this topic, see link: https://rpg.stackexchange.com/questions/108345/would-allowing-a-ranger-to-take-the-arcane-archer-archetype-be-op-up?rq=1
What do you guys think? would this be balanced? Is it something you would enjoy playing?