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2015-07-21, 08:37 PM (ISO 8601)
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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
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
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
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)
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)
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)
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
RangerSpellsLevelGained3rdthunderwave, ice knife5thMelf’s acid arrow, scorching ray9thlightning bolt, Melf's minute meteors13thice storm, vitriolic sphere17thimmolation, 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)
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
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2015-07-22, 04:00 AM (ISO 8601)
- Join Date
- May 2015
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Re: Ranger Archetype Arcane Archer (PEACH)
I think Force Arrows is too strong. It gives you the same number of attacks as a fighter - on a character that already has excellent half-casting abilities. It makes the eldritch knight completely redundant.
Of the 'capstone' options, I much prefer the second one. Giving people a limited number of options is more easily balanced and fits the 5e ethos better. As an aside, I'd like to see a fireball option added to the list, purely because it would be cool.
Also, everything this archetype gets, including the spell list, is entirely focused on offense. It would be nice if there was something with more peaceful uses in there.
Honestly, I think this would work better as a prestige class (like the ones many people have been brewing up for 5e recently) with the prerequisites "ability to cast at least one spell" and "proficiency with longbows and/or shortbows".Last edited by Ninja_Prawn; 2015-07-22 at 04:12 AM.
Lydia Seaspray by Oneris!
A Faerie Affair
Homebrew: Sig
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2015-07-22, 07:26 AM (ISO 8601)
- Join Date
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Re: Ranger Archetype Arcane Archer (PEACH)
Thanks for the feedback Ninja :)
Well, this feature is basically a direct copy of Eldritch Blast with Agonising blast invocation. I hear what you're saying about it having the same number of attacks, but it is essentially just giving one cantrip with one invocation as a whole feature. I don't know about "completely" redundant, as I've tried to word this that all features are only usable using a bow, and in my opinion the Eldritch Knight is biased towards melee.
I changed its stat to use Wisdom instead of Dexterity so it is definitely caster based and on point buy scores should reduce some damage output. I originally had it as a spell attack, but that meant that it could not use Sharp Shooter feat or Hunter's mark as they specifically state 'Weapon attack'. Would changing it back to a spell attack help in your opinion? I really want to keep this feature due to the look of "conjuring the arrows" (as well as hoping to alleviate the whole "running out of ammo" thing), so for a fix, and taking into account what I've just said, what would you recommend?
Of the 'capstone' options, I much prefer the second one. Giving people a limited number of options is more easily balanced and fits the 5e ethos better. As an aside, I'd like to see a fireball option added to the list, purely because it would be cool.
Also, everything this archetype gets, including the spell list, is entirely focused on offense. It would be nice if there was something with more peaceful uses in there.
Honestly, I think this would work better as a prestige class (like the ones many people have been brewing up for 5e recently) with the prerequisites "ability to cast at least one spell" and "proficiency with longbows and/or short bows".
Thank you again for feedback and if you have any suggestions of alternatives please post. Cheers.
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2015-07-22, 08:24 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
You know, I totally didn't see the warlock inspiration. I guess that's just my anti-warlock bias showing. The thing is, EB+AB is one of the best damage-dealing set-ups in the game, and is a major selling point of warlocks as a class.
Keying it off Wis is not a severe nerf, because that's a ranger's second stat anyway. I agree with keeping it as a weapon attack. I support your efforts to eliminate ammo tracking (and I say this as a huge Dwarf Fortress fan). Force damage fits the fluff (and is a highly desirable damage type). My problem is that no other half-caster has anything close to this level of at-will damage. They've already got flexibility, durability and nova damage; they can't be good at everything.
Ok, the EK can use melee weapons. But would you play one if arcane archer was on the table? That's part of the reason I suggested doing it as a PrC - Eldritch Knight / Arcane Archer would be a sensible multiclass.
As for amending it in its current form, I would recommend dropping the extra attacks in favour of d12 damage dice. That gives you a small boost (and compensates for the fact you can't use crossbows), without going overboard. Perhaps incorporate something similar to Guidance on the attack rolls. If you feel like you need a 17th level feature, maybe crank the damage up to 3d4 or something. Or let it stack with Enhance Arrows.
The offensiveness isn't a huge problem - the hunter isn't much better. I can't think of anything offhand... maybe someone else will come up with something.Lydia Seaspray by Oneris!
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2015-07-22, 10:08 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
I like the suggestion to bump the dice size up one. But I would key it off of the weapon being used, but also allow it to be a weapon attack that benefits from the Attack action, and thus limited to 2 attacks.
- Infinite ammo, cool
- Force Damage, sweet
- Reconstructing EB/AB, ehh . . . no
My main issue with that is something that was a similar to one of my complaints about 4e. You are just handing this class the same tool as the Warlock but changing the color of the laser this gun fires. Both do the same damage, but with a different flair.
When they get force arrows, have it bump the dice of the ranged weapon they are wielding by 1 size to start and 2 sizes by 17th level. Is there a particular problem with this subtype using different forms of ranged weapons? I can definitely imagine this archetype potentially making a nice thrown weapon class as well.
Also have you considered giving them the ability to manifest this ranged ammunition w/o a weapon on hand? Something like 1d4 force damage as a finesse thrown range weapon with 30/90 feet range that becomes 1d6 at 17th. It doesn't boost their damage, but allows for flexibility.
The rest of what have is pretty neat. A little complex in some spots, but not 3.5 artificer complex so we're good. Either way good shot at trying to capture an iconic class.
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2015-07-23, 08:29 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Yeh I am thinking you both are right about it's power. I really wanted to give it that edge of being on par with a full caster (Even if it is just a cantrip) but yeh in terms of it being the best damage at-will in the game, and its not great as just a different coloured laser lol. Will edit soon.
When they get force arrows, have it bump the dice of the ranged weapon they are wielding by 1 size to start and 2 sizes by 17th level. Is there a particular problem with this subtype using different forms of ranged weapons? I can definitely imagine this archetype potentially making a nice thrown weapon class as well.
As for the thrown weapon thing, I was just focusing on the "archer only" thing from the original PrC as they had to have a few feats as prereq's one of which was weapon focus bow, so theoretically it could work perfectly for thrown weapon characters, but for now im happy with just focusing on the bow stuff :)
Also have you considered giving them the ability to manifest this ranged ammunition w/o a weapon on hand? Something like 1d4 force damage as a finesse thrown range weapon with 30/90 feet range that becomes 1d6 at 17th. It doesn't boost their damage, but allows for flexibility.
The rest of what have is pretty neat. A little complex in some spots, but not 3.5 artificer complex so we're good. Either way good shot at trying to capture an iconic class.
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2015-07-23, 06:58 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Rightio, edit has happened. Check out change log for quick reference.
For spells list, I was also considering just allowing to pick two spells from the entire wizard list to allow for more at the appropriate levels, but thought that might giving to much freedom (and thumbing in the face of AT and EK...)
Let me know your thoughts, really want to get this one right in feel and balance.
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2015-07-24, 06:57 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
For the force arrows, this is how I would do it.
- When using ammunition the enhance arrow feature is still applied.
- When using conjured ammunition, you deal 1 dice size higher at 11th and 2 at 17th. I would be very careful with handing out d12's to things like a blowdart gun or even shortbows. Dice size bump is a better scale without outright breaking items.
- If you would like to reword the player for still using ammunition then I would have the enhance arrow feature become a d6 at 17th level.
I am trying to recommend things that allow the player the potential of more damage while having the table less busy with attack rolls.
As far a the capstone is concerned I like both of the options. When I look at the EK and AT, they both have funny tricks that they can do in addition to gaining spellcasting. Why not have the second option you have listed be an incremental gain as the class progresses? For spell selection I would suggest Divination magic and spells that require an attack roll with the usual freebie spell style like the EK and AT get. Maybe since its a half caster offer a +1 to the unlimited choice spell.
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2015-07-25, 09:35 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Changed Force arrows now to be original bow damage but with extra attack as bonus action. I like the extra attack as its in line with some of the hunter features and one extra roll I don't think will make things too busy. Changed Enhance arrows to include the option 2 cap, really like that now, good suggestion :)
Also axed the spell list in exchange for the divination & evocation choices, with free school choice as EK & AT +1 as suggested. Are you sure about divination? Maybe Transmutation and Evocation? Actually I think I like that better, changed it to Transmutation and Evocation. They can always pick up Div spells using the 4 free school choice ones if they want. Transmutation seems more flavourful I think.
Ok, what do you think now? Thank you again for your help in refining this :)Last edited by Ghost Dragon; 2015-07-25 at 09:03 PM.
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2015-07-25, 10:05 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
This is looking good now, nice work!
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2015-07-25, 09:04 PM (ISO 8601)
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2015-07-27, 01:42 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Only thing I can really comment on is that Hail of Arrows should definitely still cost a full action, since the Arcane Archer can target enemies that aren't confined in a small area, and deals more damage on each shot over all (that extra d6 from force arrows over potentially 20 targets), makes it a straight upgrade to a Hunter with Volley, making it a bonus action so that there is the potential for two more attacks (or, more likely, a fireball) on top of that just seems like overkill.
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2015-07-27, 05:24 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Thanks Gnomes, just bad wording there on my part, Hail of arrows was always meant to cost your action, it actually takes a bonus action to expend the spell slot, then an action to shoot at your targets. I will amend wording accordingly.
As for the extra d6 damage, that only works on normal ammunition (Enhance Arrows feature specifically states that every non-magical arrow you fire benefits.) The force arrows feature at 11 as it stands now only does normal weapon damage on a hit, and are definitely magical in nature so hopefully this alleviates your concerns for that part too. If you think it needs clarification to make that more clear please let me know.
Good pick up on these, its so funny how wording must be very precise or there can be all sorts of ways to read it. Thanks for the pick up on that one. Thanks :)Last edited by Ghost Dragon; 2015-07-27 at 05:24 AM.
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2015-07-27, 09:03 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
I meant enhance arrows, not force arrows, sorry.
Making hail of arrows cost both an action and a bonus action seems a bit overkill on the action economy front, since leaving a few options for a potential bonus action spell (like Hail of Thorns) isn't too game breaking, and is also allowed to stack with volley. Since hail of arrows is more limited in uses/ day than volley, it should be alright to leave it as just an action.
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2015-07-28, 05:08 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Sweet as ;)
Making hail of arrows cost both an action and a bonus action seems a bit overkill on the action economy front, since leaving a few options for a potential bonus action spell (like Hail of Thorns) isn't too game breaking, and is also allowed to stack with volley. Since hail of arrows is more limited in uses/ day than volley, it should be alright to leave it as just an action.
Thanks again Gnomes
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2016-02-14, 05:48 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Hey all,
So I have done an overhaul that has been brought about by having play tests and other input regarding scope and application of all the features. Imgur's version of Arcane Archer2.0 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)".
Please PEACH the new overhaul as I feel this version is much better than the last, but am still wanting some feedback on balance and flavour.
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2016-02-14, 06:08 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Infused shot should not scale with level. The Hunter archetype's abilities don't-why should yours? Other than that, it's also too powerful-it works on both attacks, while Colossus Slayer (the closest ability) only works once per turn.
Archer Magic is REALLY POWERFUL. That is a LOT of new spells. I would add spells like a domain list-not just blanket access to the Wizard spell list. AKA the largest in the game.
Arcane Attunement is a bit much. It's most similar to Steel Will, which is less powerful by a considerable amount. I'd make this something else.
Quickened Shot doesn't make any sense. Infused Shot already, as per my reading, lets you infuse all your attacks. This is basically a third attack as a bonus action, which is vastly better and more reliable when compared to Hunter.
Arcane Shift is great, totally fine-once per short rest. At-will? This thing is vastly overpowered.
Overhaul this again.I have a LOT of Homebrew!
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2016-02-14, 08:24 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
For real. The improved spell selection makes the Arcane Archer substantially more effective in personal combat than the Hunter (Shield, Haste, Thunderwave, Blink, Mirror Image, Fly, Telekinesis, etc), and substantially better at support/battlefield control than the Beastmaster (Web, Animate Dead, Counterspell, Fear, Hypnotic Pattern, Dominate Person, Wall of Force, etc)
Last edited by Flashy; 2016-02-14 at 08:25 PM.
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2016-02-14, 09:05 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Scaling was in an attempt to have it be a little like a cantrip. I have no problem pulling the scaling off though. This sentence in Infuse Shot "You can only choose one element to infuse into an attack at a time, and only once per turn." limits it to only one attack. I will reword for clarity.
Archer Magic is REALLY POWERFUL. That is a LOT of new spells. I would add spells like a domain list-not just blanket access to the Wizard spell list. AKA the largest in the game.
Arcane Attunement is a bit much. It's most similar to Steel Will, which is less powerful by a considerable amount. I'd make this something else.
Quickened Shot doesn't make any sense. Infused Shot already, as per my reading, lets you infuse all your attacks. This is basically a third attack as a bonus action, which is vastly better and more reliable when compared to Hunter.
If I just go with Infuse Shot on both attacks from Extra attack, it doesn't seem to rival the Multiattack potential for damage.
Arcane Shift is great, totally fine-once per short rest. At-will? This thing is vastly overpowered.
Overhaul this again.
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2016-02-14, 09:16 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Compare it to the Hunter Ranger instead. Paladin is at the very top-Hunter Ranger is in the middle. You don't want to be the top-that makes it objectively better than Hunter and Beastmaster.
Do that, and you should be okay.I have a LOT of Homebrew!
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2016-02-14, 09:25 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
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2016-02-14, 09:30 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Infused Shot-better than Colossus Slayer. Nerf.
Archer Magic alone is probably enough for level 3.
Arcane Attunement is good.
Quickened Shot... I'd get rid of the bonus action attack. You're already looking at better single target damage with double tap on Infused Shot, no need to give them better multitarget damage too. (Because, as read, the bonus attack also gains Infused Shot.)
Arcane Shift is good.
My advice? Switch Infused Shot to level 11, and have it apply to only one attack. And don't let them pick more options-every other Ranger only gets one, why do these guys get more?I have a LOT of Homebrew!
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2016-02-14, 09:33 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Ok, so I know you said not to use paladin as guide, but as inspiration......
What if 11th Level ability Quickened Shot was renamed Improved Imbued Shot, which still gave the whole you can imbue shots into all attacks now, and gave a spell slot spending mechanic like smite. To keep away from pally stuff it would not be just additional damage, but maybe additional ranged attacks? Or spend a spell slot to imbue a shot with more than one element?
That might be cool actually, spend a first level spell slot to imbue a second element into a shot (only on a hit of course, using pally mechanic), spend a second level slot for three elements and so forth.... or spend a slot to double, triple, quadruple elemental damage dice on a hit??
Just spit balling now, but what do you think? It would take away the bonus action attack, but give single target burst damage.
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2016-02-14, 09:38 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Infused Shot needs nerfing. Your recommendation is a buff.
Nerf. Not buff.I have a LOT of Homebrew!
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2016-02-14, 10:53 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
I assume that's because you gain all of them by the end progression as you pointed out, so in line with the idea that they are the arcane archers catrip I will limit the choices to only two elements, one choice at 3rd level, and one choice at 11th level.
Archer Magic alone is probably enough for level 3.
Arcane Attunement is good.
Quickened Shot... I'd get rid of the bonus action attack. You're already looking at better single target damage with double tap on Infused Shot, no need to give them better multitarget damage too. (Because, as read, the bonus attack also gains Infused Shot.)
Arcane Shift is good.
My advice? Switch Infused Shot to level 11, and have it apply to only one attack. And don't let them pick more options-every other Ranger only gets one, why do these guys get more?
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2016-02-14, 11:10 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
No, it's actually better even with just one choice. Raw damage-wise, it's better with fire-1d8 damage is the same as CS, but applies even when at full HP, making it great for mook sniping.
All the others are slightly weaker, but have great riders that more than make up for that.
As for getting access to the wizard list... You're trying to cram a lot in here. You have to sacrifice somewhere.I have a LOT of Homebrew!
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2016-02-14, 11:21 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Ok, well what about reducing damage dice across the board, making the d8 fire to d6, and all other d6 to d4?
For wizard access, I did at one point have the whole "domain access" feel where they just got two spells that were in a fixed table. Is that a better fix? I just can't see the arcane archer not having any wizard spells at all, and the infuse shot is a design thing I liked the idea of for a replacement to getting access to a cantrip or two.
My original didn't have infused shot but had enhance ammunition. ignoring enhance ammunition, is that spell casting feature better to use all by itself than to give infused shot? (I really would not like losing infused shot now but I do want to make it viable and balanced along side the other ranger archetypes)
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2016-02-14, 11:22 PM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
Spell access alone is probably enough for level 3. You trade raw damage for BFC.
Seems like a fair trade to me.I have a LOT of Homebrew!
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2016-02-15, 01:41 AM (ISO 8601)
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2016-02-15, 02:54 AM (ISO 8601)
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Re: Ranger Archetype Arcane Archer (PEACH)
So as a draft... before I go changing it again 3rd and 11th level abilities could look like this (PS swapped/used different names as I thought they suited better):
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.
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.
I have gone with an older class feature I had a 7th level for a while for the new 11th level revision (Dropping infuse shot completely), essentially it is the EK's war magic, utilizing the same action economy but adding more utility to those cantrips that are usually only melee (shocking grasp and green flame blade as examples). I think being 11th level justifies the added utility of range, and it doesn't use full spells later on as the EK does, keeping it different so as to not steal EK thunder. Both other features would remain the same.
What do you think of that as a solution?Last edited by Ghost Dragon; 2016-02-15 at 04:11 AM. Reason: Wording changes