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.

**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.
 **Energized Attack**
**Requirements:** Ordinary or higher attainment in the Archer.
**Cost.** 5 Kavana.
 **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.

**Requirements:** Master or higher attainment in the Archer.
**Cost.** 10 Kavana.
 **Bewitched Missile**
**Requirements:** Master or higher attainment in the Archer.
**Cost.** 10 Kavana.
 **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.

**Requirements:** Grandmaster or higher attainment in the Archer.
**Cost.** 15 Kavana.
 **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.

**Requirements:** Scion attainment in the Archer.
**Cost.** 20 Kavana.
 **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

 **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.