Archer

The Archer is a master of ranged combat. An excellent sniper and eagle-eyed scout, this combatant is a perilous foe who can defeat an entire war band so long as they are kept at range.
=== Ordinary ===
You become Proficient with all ranged weapons, gaining a +2 proficiency bonus to Attacks made with ranged weapon.
Ordinary Perks
Steady Aim
Requirements: Ordinary or higher attainment in the Archer.
Cost. 5 Kavana.
Your aim becomes deadly. As an action you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
·         The attacks ignore half and three-quarters cover.
·         On each hit, the weapon deals additional damage to the target equal to 2 + half your character level.
You can use this feature three times, and you regain all expended uses of it when you finish a short or long rest.
Energized Attack
Requirements: Ordinary or higher attainment in the Archer.
Cost. 5 Kavana.
You can use an action and expend 1 Numen, to force the effects of basic spells into your attacks. Choose between acid, cold, fire, force, lightning, necrotic, psychic, or thunder. The next time you hit with a ranged weapon attack before the end of the turn, the damage type of the attack changes to the type you chose. Fire and lightning damage ignite flammable objects that aren't being worn or carried.
Arcane Shots
Requirements: Ordinary or higher attainment in the Archer, and the Energized Attack feature.
Cost. 5 Kavana.
You can unleash special magical effects from your energized attacks. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you hit with an energized attack, you can apply one of your Arcane Shot options to that projectile, at the cost of 10 Numen. You decide to use the option when the projectile hits the creature, unless the option doesn't involve an attack roll. If the option does bonus damage, it deals the same damage type that you chose for that energized attack.
If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:
Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier.
=== Master ===
At Master you gain a +4 proficiency bonus to Attack rolls made with ranged weapons.
Master Perks
Close-Quarters Shooting
Requirements: Master or higher attainment in the Archer.
Cost. 10 Kavana.
Making a ranged attack roll while within 2m of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 2m of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.
Bewitched Missile
Requirements: Master or higher attainment in the Archer.
Cost. 10 Kavana.
You can direct an errant shot toward a new target. When you make a ranged attack roll and miss, you can use a bonus action to reroll the attack and roll against a different target within 20m of the original target.
Arcane Shots II
Requirements: Master or higher attainment in the Archer.
Cost. 10 Kavana.
You learn all of the “Arcane Shot Options”.
=== Grandmaster ===
At Grandmaster you gain a +6 proficiency bonus to Attack rolls made with ranged weapons.
Grandmaster Perks
Rapid Strike
Requirements: Grandmaster or higher attainment in the Archer.
Cost. 15 Kavana.
If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
Magic Mortar
Requirements: Grandmaster or higher attainment in the Archer, and the Energized Attack feature.
Cost. 15 Kavana.
When you hit with an energized attack, you can pay 10 Numen to deal an extra 2d6 damage of the same type and apply one of the corresponding extra effects.
·         Acid: The target takes half the damage it received from this attack at the end of its next turn.
·         Cold: The target's speed is reduced by 4m until the end of its next turn.
·         Fire: The attack ignites any flammable object hit by it that isn't being worn or carried.
·         Force: The target is pushed 2m away from you.
·         Lightning: The attack is made with advantage if the target is wearing armor made from, or is made of, metal.
·         Necrotic: The target can't regain hit points until the end of their next turn.
·         Psychic: The target has disadvantage on the next attack roll it makes before the end of its next turn.
·         Thunder: The attack deals thunder damage, and deals doubled damage to objects, structures, and constructs.
=== Scion ===
At Scion you gain a +8 proficiency bonus to Attack rolls made with ranged weapons.
Scion Perks
Snap Shot
Requirements: Scion attainment in the Archer.
Cost. 20 Kavana. 
If you take an Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
Power Word: Blast
Requirements: Scion attainment in the Archer.
Cost. 20 Kavana. 
You can use an action to supercharge and release a single projectile. The projectile's path forms a line 40m long and 4m wide in a direction of your choice.
Each creature in the line must make a Dexterity saving throw against your Arcane Shot save DC, taking 12d12 force damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.
Arcane Shot Options
Arcane Shot (10 Numen cost per use)
Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the attack must succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0 and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Brute Bane Arrow. You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target's attacks is halved until the start of your next turn.
Bursting Arrow. You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 4m of it also take 2d6 force damage each.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 4m, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
Mind-Scrambling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 10m of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can't attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow fires forward in a line that is 20cm wide and 10m long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 2m away until the start of your next turn.