Wednesday, November 12, 2014

5th Edition Builds: The Eldritch Archer

Original artwork by the incredible Jason Engle

The eldritch knight archetype for the 5th edition fighter can technically be used to create a version of the arcane archer, though its powers are more suitable to melee weapons than ranged. With a few tweaks, the eldritch knight can become an impressive ranged combatant, while still allowing the knight's melee advantages.

The Eldritch Archer

Spellcasting
The spellcasting feature of the eldritch knight remains the same with the following addition. Note: These changes apply to the spellcasting class feature of all eldritch knights.

Anytime the eldritch archer is able to learn wizard spells, including those limited to the abjuration or evocation spell schools, they may instead choose one or more ranger spells from the following list. These spells are considered wizard spells.

3rd: hail of thorns, hunter's mark
7th: cordon of arrows, pass without trace
13th: conjure barrage, lightning arrow 
19th: conjure volley, swift quiver

Weapon Bond
The weapon bond class feature remains the same. Eldritch archers commonly bond one ranged weapon and one melee weapon. Though spells with a somatic component require one hand to cast, 2-handed ranged weapons such as bows and crossbows may be held in one hand while casting a spell.

War Magic
The war magic class feature remains the same with the following addition. Note: These changes apply to the war magic class feature of all eldritch knights.

If you use your weapon bond on a ranged weapon and that weapon is in your hand, you may spend a bonus action whenever you cast a cantrip to imbue one piece of ammunition with the cantrip's arcane power. As a part of the bonus action you may fire the piece of ammunition at any target or location within the weapon's range. If the spell requires an attack roll, the attack is rolled normally for the ranged weapon using Strength or Dexterity as appropriate, not your spell casting ability. If the spell requires a saving throw, you must make a successful attack roll against either the target creature or the desired point of origin (use a base AC 10 if the target is a point instead of a creature) before forcing the target to make the saving throw.

Whether or not the spell requires an attack roll or a saving throw, a successful ranged attack roll deals damage from the ammunition in addition to the effects of the spell (weapon damage is dealt before applying the spell's effects, including any associated saving throws). Should the damage be reduced to 0, such as through the monk's Deflect Missiles class feature or similar effect, the spell's effects are negated.

Eldritch Strike
The eldritch strike class feature remains the same.

Arcane Sniper
At 15th level, you learn to weave arcane magic around yourself in order to hide your position. After you take an attack action while hiding, you may expend one 1st level spell slot to become invisible until the beginning of your next round. You may expend a 2nd level or higher spell slot to use this ability. For each slot level above 1st, the invisibility lasts 1 additional round. Invisibility gained through use of the arcane sniper class feature is not broken by attacking or casting spells.

Improved War Magic
If you use your weapon bond on a ranged weapon and that weapon is in your hand, you may spend a bonus action whenever you cast a spell (not only a cantrip) to imbue one piece of ammunition with the spell's arcane power. Otherwise, this feature works as the war magic class feature.

4 comments:

  1. Question on War Magic:

    Does the fighter get to cast a cantrip-arrow and then make another regular attack action or does the cantrip-arrow BECOME the regular attack?

    If the operation goes cantrip-arrow + mundane arrow then I can see that as a major improvement because you're essentially getting an extra weapon die of damage per round. Say you took fire bolt (2d10 at 5th level) then you get to add your 1d10 heavy crossbow damage and then you get another regular 1d10 crossbow attack. That's an average damage of ~22 I think. If you action surge and do it all again then you're getting ~44 damage on a single round. That seems pretty hefty for a level 7.

    If the cantrip-arrow replaces the regular attack then you still do 2d10 for your fire bolt, plus the 1d10 for your crossbow and then you stop. If that's the case then you get roughly the same amount of damage as you do with the EK now, but instead of making two attacks you only need to make one and it doesn't care about your spell DC which could be excellent.

    Either way it's a pretty nifty ability just wondering what you had in mind when you wrote it out.

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    Replies
    1. Sorry for the delay in response; I didn't get notified you posted a comment for some reason.

      When you use an action to cast a cantrip, you can spend a bonus action to imbue a piece of ammo with that cantrip and fire at a target. You deal both weapon damage and the cantrip damage, but it takes 1 Action and 1 Bonus action. It's similar to the 1 Action (cantrip) and 1 Bonus action (melee weapon attack), except you get an increase in range for most cantrips and it's an all-or-nothing on both damage types.

      Hope that helps and sorry again!

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    2. "2-handed ranged weapons such as bows and crossbows may be held in one hand while casting a spell."

      Um, the rules already let you do that. You only need to wield a two-handed weapon with both hands when you use it to attack. Otherwise you can just hold it with one hand.

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    3. Yup. These designs from 3 years ago haven't been updated in a long time. Thanks for pointing it out.

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