D&D 5E Let's make more arcane shot options

Lanliss

Explorer
I love this subclass, a lot. I have already thought of a few Arcane shot ideas that I am adding to the list for my player to pick from, but think we can do better. here are my ideas so far, feel free to add your own.

Silence Arrow
Target is Silenced, as though they are inside the area of a Silence Spell. Until the end of your next turn, the target cannot cast spells which require Verbal components, and their actions make no sound.

Absorbing Arrow
Steal life from your target. Heal HP equal to damage dealt.
 

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I have been thinking up elemental arrows; I guess I always pictured Arcane Archers as being sort of flashy.

Acid Arrow. Your shot deals acid damage instead of force damage. A target hit by the arrow takes an additional 2d4 damage at the start of their next turn.
Electric Arrow. Your shot deals lightning damage instead of force damage. You have advantage on attack rolls with this arrow against targets made of metal or wearing metal armor. A target struck by this arrow can't take reactions until the end of your next turn.
Flaming Arrow. Your shot deals fire damage instead of force damage. Whether you hit or miss, the target's space catches fire until the end of your next turn. Any creature that ends its turn in that space during that time takes 2d6 fire damage.
Freezing Arrow. Your arrow deals cold damage instead of force damage. A target hit by this arrow becomes partially encased in ice until the end of your next turn. A foe encased in ice has their speed halved, and suffers disadvantage on Strength- and Dexterity- based attack rolls and ability checks.
Sonic Arrow. Your shot deals thunder damage instead of force damage. If the shot misses, it still deals 1d6 thunder damage to the intended target.


Of course, considering how few Arcane Shot selections you get, it might be better to combine these into a single option.

Elemental Arrow. Instead of dealing force damage, your magic arrow deals acid, cold, fire, lightning, or thunder damage (choose when you create the magic arrow). If your attack misses, you still deal 1d6 damage of the chosen type to the intended target.
 

Grappling arrow:

your shot conjures up to 150ft of silk rope and the arrow is stuck in target. Creature can try to pull the arrow out as an action with str check(DC 8+your dex+proficiency bonus) and dealing additional base damage of arrow(1d6 or 1d8).

You can try to pull the target to yourself as per grapple rules.


Invisible arrow:

your next ranged attack is made with advantage.


Bleeding arrow:

target suffers bleed damage at the start of each of his turn. Damage is equal to your proficiency bonus. As and action you can make Medicine check DC 8+dex+proficiency to stop the bleeding or casting a healing spell of a level equal to your proficiency bonus.
 

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