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Thread: Ranger Archetype Arcane Archer (PEACH)

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    Dwarf in the Playground
     
    BlackDragon

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    Default Ranger Archetype Arcane Archer (PEACH)

    Due to UA Revised Ranger subclass structure and base class changes, I have done a new Arcane Archer Subclass. Also I felt there was an unsatisfactory level of flavour, balance and delivery in play-testing the older interations. Its "Arcane Incantations" design has been drawn heavily from the warlock model of "Invocations". I am much happier with this Subclass now, and feel that the overall balance and approach is a good one, and should (hopefully) only need tweaking here and there for balance. I have put the most recent iteration at the top of the spoilers with a separate spoiler directly below containing the "Arcane Incantations" options to make it easier to navigate. Please PEACH.

    Hey all, so here is my arcane archer.... I want it to be simple yet flavourful, and to keep it as close to the original 3.5 prestige class as possible. I haven't decided on which of two options I have for the last feature yet, so I have included them both for your perusal and advice. Shout out to both gitpg arcane archer homebrews done by Gnomes 2169 & Beige as they have helped in how I put this together, and so I tip my hat to you both

    The new overhaul has been brought about by having play tests and other input regarding scope and application. Imgur's version of Arcane Archer has been instrumental in the overhaul, although I did change and tweak some things, but all credit to him for the main structure of "Infused Attack (Infused Shot)" & "Arcane Adept (Arcane Attunement)".

    Complete Overhaul No.2. More play tests and lack of flavour at 3rd level caused me to go over this again. I have used the Deep Stalker out of UA as an equivalent match for third level abilities, so when looking at this for PEACH bear in mind it is that sub class I am trying to match in balance, not either of the RAW subclasses in the PHB.

    Spoiler: New Arcane Archer after UA Revised Ranger release
    Show

    Arcane Archer
    Master of ranged weapons, the arcane archer is a ranger skilled in using arcane magic to supplement her combat prowess, holding a mystical connection to the weave itself, knowing it to be yet another expression of nature. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy at range and their ability to imbue their ammunition with magic. In a group, they can strike fear into an entire enemy army.

    Threads of the Weave
    When you reach 3rd level, your connection to the weave grants you the ability to cast arcane spells.
    Additional Spells Known. You know two 1st-level wizard spells of your choice which you must choose from the conjuration and evocation spells on the wizard spell list. You learn one more additional wizard spell from the evocation or conjuration schools at 5th, 9th, 13th, and 17th levels.
    Whenever you gain a level in this class, you can replace one of the spells learnt at 3rd, 5th, 9th, 13th and 17th levels with a new wizard spell from the evocation or conjuration schools. All spells gained through this feature count as ranger spells for you, even if they do not appear on the ranger spell list.
    Spellcasting Focus. You may use a ranged weapon as a spellcasting focus.

    Arcane Incantations
    Through your instinctive connection to the weave, you have discovered arcane incantations, fragments of natural arcane power that imbue you with an abiding magical ability. Starting at 3rd level, you gain two arcane incantations of your choice, which are detailed under “Arcane Incantations” below. As your connection to the weave grows, you learn one other arcane incantation at 5th, 9th, 13th and 17th levels. You use your ranger spell save DC for any arcane incantations that require a saving throw.
    Additionally, when you gain a level in this class, you can choose one of the arcane incantations you know and replace it with another arcane incantation that you could learn at that level.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Empowered Body
    At 7th level, your body becomes so suffused with the weave that it bolsters your natural resistance. You gain proficiency in Constitution saving throws.

    Weapon Caster
    When you reach 11th level, you may use your ranged weapon to cast any ranger spell you know that deals damage. If you choose to do so, the spells range changes to that of the ranged weapon you are using, with the origin point of any area of effect spells having their effect count as originating from the direction you cast the spell from. Additionally, you add your Wisdom modifier to the damage roll of any ranger spell you cast in this way that deals acid, cold, fire, lightning or thunder damage.

    Arcane Ward
    At 15th level, spells and other magical effects that require attack rolls have disadvantage against you, and you have resistance against the damage of spells and other magical effects.


    Spoiler: Arcane Incantations
    Show

    Arcane Incantations
    If an arcane incantation has a level prerequisite, you must be that level in this class to choose it. You can learn the incantation at the same time that you meet its level prerequisite.

    Arcane Enlightenment
    You gain proficiency in the Arcana and Investigation skills.

    Arcane Shot
    When you hit a creature with a ranged weapon attack, you can expend one ranger spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

    Arcane Sight
    You can cast detect magic at will, without expending a spell slot.

    Beast Friend
    You can cast speak with animals at will, without expending a spell slot.

    Blinding Shot
    Prerequisite: 9th level
    You imbue radiant energy into a single piece of ammunition as a bonus action on your turn. The next ranged weapon attack you make before the end of your turn becomes a blinding shot. Your ammunition flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded by this incantation makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. You can use this incantation once, and you must complete a long rest before you can use it again.

    Call Companion
    You can cast find familiar as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

    Death Strike
    Prerequisite: 17th level
    You pour necrotic energy into a single piece of ammunition as a bonus action on your turn. The next ranged weapon attack you make using that ammunition before the end of your turn becomes a death strike. Any target that is hit by this attack must make a Constitution saving throw. On a failed save the target takes 7d8 + 30 necrotic damage, or half as much on a successful save. If this damage reduces the target to 25 hit points or below it dies. You can use this incantation once, and you must complete a long rest before you can use it again.

    Defensive Ward
    You can cast shield without expending a spell slot. You can’t do so again until you finish a short or a long rest.

    Duplicate
    Prerequisite: 17th level
    You can cast mislead without expending a spell slot. You can’t do so again until you finish a long rest.

    Enchanting Glare
    Prerequisite: 5th level
    You can cast hold person without expending a spell slot. You can’t do so again until you finish a long rest.

    Energy Scourge
    Prerequisite: 13th level
    You can cast elemental bane at its lowest level without expending a spell slot. You can’t do so again until you finish a long rest.

    Enhance Ammunition
    Whenever you make a ranged weapon attack, every piece of non-magical ammunition you use counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and they deal and additional 1 point of damage on a hit. At 11th level the extra damage increase to 1d4.

    Eldritch Armor
    You can cast mage armor on yourself at will without expending a spell slot or material components.

    Elemental Summons
    Prerequisite: 13th level
    You can cast conjure minor elementals at its lowest level without expending a spell slot. You can’t do so again until you finish a long rest.

    Fey Flames
    You can cast faerie fire without expending a spell slot. You can’t do so again until you finish a long rest.

    Flame Bolt
    You learn to channel raw arcane fire through your ranged weapon. You conjure fiery arrows or bolts that count as ammunition for your ranged weapon attacks, which deal 1d10 fire damage. At 11th level, this damage increases to 1d12.

    Grasp of the Moon
    Prerequisite: 17th level
    You can cast hold monster without expending a spell slot. You can’t do so again until you finish a long rest.

    Hail of Arrows
    Prerequisite: 17th level
    Quick as lightning you rain conjured ammunition upon your foes. As an action on your turn while wielding a ranged weapon, choose a point within that weapons range. Each creature in a 20 foot radius sphere centred on that point must make a Dexterity saving throw. A target takes 12d8 force damage on a failed save, or half as much damage on a successful one. You can use this incantation once, and you must complete a long rest before you can use it again.

    Ice Arrow
    You learn to channel the magical chill of winter through your ranged weapon. You conjure icy arrows or bolts that count as ammunition for your ranged weapon attacks, which deal 1d8 cold damage on a hit and reduces the targets speed by 10 feet until the start of your next turn. At 11th level, the damage increases to 1d10, and the reduction in speed increases to 15 feet.

    Illusory Clones
    Prerequisite: 5th level
    You can cast mirror image without expending a spell slot or material components. You can’t do so again until you finish a long rest.

    Imbue Ammunition
    When you cast a ranger spell that has an area of effect and requires concentration, you may imbue the spell into a single piece of non magical ammunition you possess. On the same turn that you cast the spell, you may use a bonus action to fire the ammunition using your weapons range instead of the spell's normal range. Any creature struck by the ammunition takes damage as normal, and whether you hit or miss, the spell then takes effect centered on the creature you targeted. If you do not fire the ammunition on the turn you cast the spell, the spell ends and is wasted.

    Invisible Stalker
    Prerequisite: 13th level
    You can cast greater invisibility without expending a spell slot or material components. You can’t do so again until you finish a long rest.

    Leech Arrow
    Prerequisite: 13th level
    You imbue necrotic energy into a single piece of ammunition as a bonus action on your turn, enabling it to siphon the life force from others to heal your wounds. The next ranged weapon attack you make using that ammunition before the end of your turn becomes a leech arrow. Any target hit with this attack takes an additional 8d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. You can use this incantation once, and you must complete a long rest before you can use it again.

    Phasing Bolts
    Prerequisite: 9th level
    As a bonus action on your turn you push your ammunition into the ethereal plane and tether a small amount of magic between them and your targets. Your ranged attacks automatically hit your targets until the end of your turn, and the hits you score are a critical hit. You can use this incantation once, and must complete a short or a long rest before you can use it again.

    Pyroclast
    Prerequisite: 5th level
    You can cast pyrotechnics without expending a spell slot. You can’t do so again until you finish a short or a long rest.

    Quickening
    Prerequisite: 9th level
    You can cast haste without expending a spell slot. You can’t do so again until you finish a long rest.

    Replenishment
    You can regain some of your magical energy by meditating and drawing on the arcane power around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter your ranger level (rounded up), and none of the slots can be 3rd level or higher. Once you have used this incantation, you must finish a long rest before you can use it again.

    Seeker Missiles
    Prerequisite: 5th level
    You imbue your senses with eldritch magic as a bonus action until the end of your turn. Your ranged attacks may target creatures out of line of sight or behind total cover without penalty as long as there is a clear path to such a creature. You may also target invisible creatures and creatures heavily obscured without suffering disadvantage. You must be aware of such creatures in order to target them, and they must still be within range of your weapon. You can use this incantation twice. When you complete a short or a long rest, you regain all expended uses.

    Shadow Dance
    Prerequisite: 9th level
    You learn to use the shadow weave to travel short distances, gaining the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on Dexterity (Stealth) checks you make before the end of the turn.

    Shadow Sight
    You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

    Shock Blast
    Prerequisite: 11th level
    You learn to channel the power of lightning through your ranged weapon. You conjure arrows or bolts of lightning that count as ammunition for your ranged weapon attacks, dealing 1d8 lightning damage on a hit. The lightning then strikes out from the target hitting a different creature of your choice that you can see within 10 feet of it. The secondary creature takes 1d8 + your Wisdom modifier lightning damage, and both creatures are pushed 10 feet away from you in a straight line.

    Thundering Strike
    Prerequisite: 11th level
    You learn to evoke the power of elemental thunder through your ranged weapon. You conjure arrows or bolts of thunder that count as ammunition for your ranged weapon attacks, which deal 1d6 thunder damage on a hit, and each creature within a 5 foot radius of the target takes 1d6 + you Wisdom modifier thunder damage.

    Unerring Accuracy
    You use arcane energy to focus your aim as a bonus action. You gain advantage on all ranged attack rolls until the end of your next turn. You can use this incantation twice beginning at 3rd level, and three times beginning at 11th level. When you complete a short or a long rest, you regain all expended uses.

    Invocations Available by level:

    3rd Level: Arcane Enlightenment, Arcane Sight, Beast Friend, Call Companion, Defensive Ward, Enhance Ammunition, Eldritch Armour, Fey Flames, Flame Bolt, Ice Arrow, Replenishment, Shadow Sight, Unerring Accuracy
    5th Level: Enchanting Glare, Illusory Clones, Pyroclast, Seeker Missiles
    9th level: Blinding Shot, Phasing Bolts, Quickening, Shadow Dance
    11th level: Shock Blast, Thundering Strike
    13th level: Elemental Summons, Energy Scourge, Invisible Stalker, Leech Arrow
    17th level: Death Strike, Duplicate, Grasp of the Moon, Hail of Arrows


    Spoiler: Change Log
    Show


    Header, then most recent change at top.

    Arcane Incantation Edits
    - Added "Arcane Shot"
    - Added "Imbue Ammunition"
    - Changed wording in "Death Strike" so the save triggers off a hit rather than damage. This is to ensure the effect cant be negated by damage avoidance.

    Arcane Incantation Edits

    - Detail across the board on whether a spell eschewed material components or not.
    - Changed name and level prerequisite of "Cloak of the Shadow Weave" to "Shadow Dance" and from 13th to 9th level.
    - Removed "Deepening Shadows" which granted one use per long rest of Darkness. This was done as I did not realise it was an evocation spell and I am not granting any spell through an Arcane Incantation that could be chosen through the Arcane Initiate feature.
    - Added "Energy Scourge" which grants one use per long rest of "Elemental Bane" spell.
    - Added "Elemental Summons" which grants one use per long rest of "Conjure Minor Elementals" spell.
    - Added "Leech Arrow"
    - Added Invocations by level at the end of the list

    15th Level Ability

    Removed advantage on spell saves to interplay better with having an improved familiar at that level ie pseudo dragon magic resistance, and added disadvantage on spell and magic ability attack rolls against the ranger in lieu of that.

    7th Level Ability

    Weave Fluff added.

    New Iteration(New Arcane Archer UA revised Ranger edition), most notable change the introduction of "Arcane Incantations"

    New Iteration(Complete Overhaul No.2), kept some abilities, reinvented others

    11th Level Ability

    Removed Improved Infuse Shot. Gave Archer Magic (EK War Magic, with added ranged utility).

    3rd Level Ability

    Removed Infuse Shot completely. Gave Arcane Initiate (cantrips and increased spell selection).

    Infuse Shot

    Reduced all damage die by one step.

    Quicken Shot

    Changed name to Improved Infuse Shot, and removed bonus action attack.

    Archer Magic

    Changed to be only ranger spell selection but has access to Wizard evocation and conjuration only.

    Infuse Shot

    Changed so only one choice of shot at 3rd, and a second choice at 11th. Now only two shots known in total.

    Arcane Shift

    Added once per short rest restriction.

    Quickened Shot

    Added requirement for use of bonus action attack (Extra attack must be used on one target, and bonus action attack must be against a different target.)

    Arcane Attunement

    Removed advantage on wisdom saves vs spells and resistance to spell damage. Gave proficiency in Wisdom Saving throws.

    Archer Magic

    Removed access to all wizard spell list when choosing spells and replaced with gaining two extra wizard spells from either evocation or conjuration at 3rd, 5th, 9th, 13th and 17th.

    Infuse Shot

    Removed level 11 scaling damage from shots. Added clarification to wording to ensure only one infused shot per round.

    Complete Overhaul of all options

    See the new spoiler containing the overhaul.

    General

    Formatting and wording throughout for clarification.

    Spells List;

    Changed Divination to Transmutation for school limitation.

    Removed spell list entirely in exchange for choices from divination and evocation schools only, with added choice of any school at 4 different levels.

    Added; 1st Lvl, Charm Person, Disguise, Grease, Sleep; 2nd Lvl, Alter Self, Detect Thoughts, Magic Weapon, See Invisibility; 3rd Lvl, Dispel Magic, Feign Death, Glyph of Warding, Phantom Steed; 4th Lvl, Arcane Eye, Fabricate, Hallucinatory Terrain, Mordenkainen's Faithful Hound; 5th Lvl, Animate Objects, Geas, Legend Lore, Pass Wall.

    This was an attempt to help increase diversity in the class by adding more options for spell choices, as well as allowing for more defensive and utility across all levels, allowing for non combat focused options.

    Enhance Arrows

    Changed Hail of Arrows to costing an action to use, not both a bonus action and an action.

    Changed wording of Hail of Arrows to clarify that it is a bonus action to expend the spell slot, and then an action to use the hail of arrows.

    Added increase of damage to 1d6 at level 17. Took the 15th level options of expending spell slots to fuel magical effects and added it at this level to unlock as levels are gained.

    Imbue Arrows

    Added that if arrow is not fired within round cantrip is cast, cantrips effect is lost.

    Force Arrows;

    Edited last line, Force Arrows cannot benefit from the extra force damage of Enhance Arrows.

    Added line to clarify that Force Arrows cannot benefit from or be used in conjunction with Enhance Arrows.

    Changed so force arrows do damage according to type of bow, and if only force arrows used in a round one ranged weapon attack as a bonus action.

    Removed EB+AB clone, gave two options for discussion. 1. normal weapon damage as force, free ammo, and an extra attack as a bonus action if only force arrows used that turn, stacks with Enhance Arrows at 17th Level. 2. free ammo, Force arrows do 1d12+dex damage, and stacks with Enhance arrows straight away, no extra attacks.

    Infused Arrows

    Added that if arrow is not fired within round spell is cast spell is lost.

    Wording changes in an attempt to simplify.



    Spoiler: (old version only here for change log reference)
    Show


    Arcane Archer

    Master of the bow, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.

    Spellcasting

    When you reach 3rd level, you gain the ability to cast arcane spells.
    Cantrips.You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. These count as ranger spells for you.
    Spells Known. You learn new arcane spells that are in addition to the spells you know from your ranger spellcasting feature. If you gain a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you. You may use a short bow or a longbow as a spellcasting focus for your ranger spells. You learn your choice of two wizard spells that must be of a level for which you have spell slots from the evocation and transmutation schools at 3rd, 5th, 9th, 13th, and 17th levels. You also learn one additional wizard spell that must be of a level for which you have spell slots from any school of magic at 4th, 8th, 14th, and 20th level.
    Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 4th, 8th, 14th, or 20th level.

    Enhance Arrows

    Starting at level 3rd level, when you make a ranged attack with a bow, every nonmagical arrow you use as part of a weapon attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. These attacks deal an extra 1d4 force damage on a hit, which increases to 1d6 extra force damage at 17th level.
    As your knowledge of magic grows, you also learn to enhance your arrows with other magical effects by expending spell energy. You can expend a spell slot and perform one of the following options below. Each spell slot level can only be used to perform the options detailed below, and only when you have a spell slot of that level available:
    - Guided Arrows. As a bonus action, you may expend a 1st level spell slot and gain advantage on all ranged attack rolls until the end of your next turn.
    - Seeker Arrows. As a bonus action, you may expend a 2nd level spell slot and may target invisible creatures, creatures out of line of sight or creatures completely obscured without suffering disadvantage until the end of your next turn. You must be aware of such creatures in order to target them.
    - Phase Arrows. As a bonus action, you may expend a 3rd level spell slot and your ranged attacks ignore all types of armor, shields or magical protections a target may possess until the end of your next turn.
    - Hail of Arrows. As a an action on your turn, you may expend a 4th level spell slot and use your Force Arrows class feature to make an attack against every enemy creature within range, up to a maximum number equal to your ranger level. You do not have disadvantage for shots at long range when using this feature.
    - Death Arrow. As a bonus action on your turn, you may expend a 5th level spell slot, and the next arrow you fire becomes a death arrow. Any target that takes damage from this arrow must make a Constitution saving throw against your spell save DC. On a failed save the target takes 10d10 necrotic damage, or half as much on a successful save. The target dies if the arrow reduces it to 0 hit points.


    Imbue Arrows

    Beginning at 7th level, when you use an action to cast a cantrip you may imbue it into an arrow instead. You may then use a bonus action to make a ranged weapon attack using the imbued arrow. The cantrip’s range changes to that of the bow you are using, and if the attack hits you deal both the normal weapon damage and the cantrip’s damage. If the cantrip requires a saving throw, the target makes the saving throw as normal before applying any effects. If the cantrip can affect multiple creatures then they must be within 5 feet of the original target. The arrow must be fired in the round the cantrip is cast, or the cantrips effect is lost.

    Force Arrows

    When you reach 11th level, the need to have ammunition becomes less important to you, as you learn to conjure arrows made entirely of force and fire them in rapid succession. These conjured arrows deal force damage based on the bow that fired them, and on a round when you only use conjured arrows, you may make one ranged weapon attack as a bonus action. Force Arrows do not benefit from the extra force damage granted by your Enhance Arrows class feature.

    Infused Arrows

    Starting at 15th Level, when you use an action to cast a spell you may infuse it into an arrow instead. You may then use a bonus action to make a ranged weapon attack using the infused arrow. The spells range changes to that of the bow you are using, and if the attack hits you deal both the normal weapon damage and the spells damage after any saving throws. Area of effect spells count as having their origin point from where the arrow lands. The origin point and direction of a spells effect that is a line, cone or cube can be chosen by you. The arrow must be fired in the round the spell is cast, or the spell is lost.


    Spoiler: Complete Overhaul(old version only here for change log reference)
    Show


    Arcane Archer

    Master of ranged weapons, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy at range and their ability to imbue their ammunition with magic. In a group, they can strike fear into an entire enemy army.

    Arcane Initiate
    When you reach 3rd level, you gain the ability to cast arcane spells.
    Cantrips. You learn two cantrips of your choice from the wizard spell list, one of which must be an evocation cantrip. You learn an additional wizard cantrip of your choice at 10th level. These count as ranger spells for you.
    Spells Known. You learn new arcane spells that are in addition to the spells you know from your ranger spellcasting feature. If you gain a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you. You learn your choice of two wizard spells that must be of a level for which you have spell slots from the evocation and conjuration schools at 3rd, 5th, 9th, 13th, and 17th levels.
    Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or conjuration spell.
    Spell Focus. You may use a ranged weapon as a spellcasting focus.

    Arcane Attunement
    Beginning at 7th level, the magic you use bolsters your mind. You gain proficiency in Wisdom saving throws.

    Archer Magic
    Starting at 11th level, when you use an action to cast a cantrip you, you can make one weapon attack as a bonus action. Additionally, you may use your weapons range in place of a cantrips range. The cantrip’s range changes to that of the weapon you are using, even if the cantrips range is usually touch, self, or requires a melee attack.

    Arcane Shift
    At 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. Once you use this feature you must complete a short or a long rest before you can use it again.


    Spoiler: Complete Overhaul No.2(old version only here for change log reference)
    Show


    Weapon Caster
    Starting at 3rd level, you learn to create ammunition of pure energy. You learn one cantrip of your choice from the following list; booming blade, firebolt, ray of frost, or shocking grasp. You learn one additional cantrip at 11th level from the following list; acid splash, green flame blade, poison spray, or thunderclap.These count as ranger spells for you, and you may use your ranged weapon to cast these cantrips. If you make an attack in this way, the cantrip’s range changes to match the ranged weapon you are using, and you add your Wisdom modifier to the damage roll of the cantrip.

    Arcane Archer Magic
    From 3rd level, you can cast find familiar as a ritual. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, they count as ranger spells for you and they do not count against your number of ranger spells known. Additionally, you can use your ranged weapon as a spellcasting focus.

    Arcane Archer Spells

    Ranger
    Spells
    Level
    Gained
    3rd
    thunderwave, ice knife
    5th
    Melf’s acid arrow, scorching ray
    9th
    lightning bolt, Melf's minute meteors
    13th
    ice storm, vitriolic sphere
    17th
    immolation, cone of cold

    Arcane Attunement
    Beginning at 7th level, the magic you use bolsters your mind. You gain proficiency in Wisdom saving throws.

    Improved Weapon Caster
    When you reach 11th level, you may use your ranged weapon to cast your Arcane Archer Spells. If you choose to do so, the spells range changes to that of the ranged weapon you are using. Additionally, you add your Wisdom modifier to the damage roll of any ranger spell you cast that deals acid, cold, fire, lightning or thunder damage.

    Arcane Step
    At 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.


    Spoiler: Complete Overhaul No.2 Alternative options (Levels 3 & 7)(old version only here for change log reference)
    Show

    Archer Magic (option 2)
    From 3rd level, you can regain some of your magical energy by meditating and drawing on the arcane power around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter your ranger level (rounded up), and none of the slots can be 3rd level or higher. Once you have used this feature, you must finish a long rest before you can use it again. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known. Additionally, you may use a ranged weapon as a spellcasting focus.
    Arcane Archer Spells
    Ranger Spells
    Level Gained

    3rd (magic missile, identify)
    5th (misty step, rope trick)
    9th (fireball, sending)
    13th (storm sphere, hallucinatory terrain)
    17th (cone of cold, scrying)

    Replenishment (option 2)
    Beginning at 7th level, you can regain some of your magical energy by meditating and drawing on the arcane power around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter your ranger level (rounded up), and none of the slots can be 3rd level or higher. Once you have used this incantation, you must finish a long rest before you can use it again.
    Last edited by Ghost Dragon; 2016-11-28 at 10:07 PM. Reason: New UA Revised Ranger