Arcane Archer (Revised)

If eldritch knights are fighters trained in the ways of abjuration and evocation, arcane archers are practitioners of conjuration and transmutation. With less of a focus on wizardry and more on natural magic, arcane archers drop the need for a book and instead channel the energies of nature.

### Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

### Elemental Arrow

Also at 3rd level, you gain the ability to transmute arrows and enwreathe them with elemental energy. As a bonus action, you may switch your arrows’ damage types from piercing to acid, cold, fire, lightning, or thunder damage. This effect lasts for 1 minute and ends if you dismiss the effect as a free action or switch the damage to a different type using this feature again. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. Additionally, you regain a use of this feature when you use Second Wind.

### Magic Arrow

At 7th level, you gain the ability to further infuse arrows with magic and begin to conjure your own. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Additionally, you may conjure arrows whenever you fire your bow. The arrow fades immediately after it hits or misses its target.

### Arcane Shot

At 7th level, you learn to unleash special magical effects with some of your shots.

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply an Arcane Shot. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

The effect of Arcane Shot depends on the damage type of the arrow used. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier:

 Acid
 Cold
 Fire
 Lightning
 Thunder
 Piercing
The piercing damage increases by an additional 1d10 at 10th, 15th, and 18th level in this class.

### Determined Aim

At 10th level, your mastery over magic is bolstered by an indomitable will. Whenever you use the Indomitable feature, you regain a use of your Arcane Shot feature.

### Curving Shot

Additionally at 10th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

### Improved Elemental Arrow

At 15th level, you gain another use of your Elemental Arrow feature and may switch between necrotic, radiant, or psychic damage as well. You gain the following Arcane Shots for each:

 Necrotic or Radiant
 Psychic
The psychic damage increases by an additional 1d8 at 18th level in this class.

### Ever-Ready Shot

Starting at 18th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot or Elemental Ability remaining, you regain one use of each one respectively.