Sylvan Archer

Originally hailing from the elder forests of the world, Fighters who train to become Sylvan Archers learn to enchant arrows with elder elvish magic. Traditionally, these warriors served as guardians for places of great primal power, but they have been known to train worthy outsiders in this ancient magic.

Enchanted Shots

3rd-level Sylvan Archer Archetype feature

You have learned to enchant arrows and other ammunition with elder Sylvan magic. You gain the benefits listed below:

Shots Known. You learn two Enchanted Shots of your choice from the list at the end of this Archetype description.

You learn one additional Enchanted Shot of your choice when you reach 7th, 10th, 15th, and 18th level in this class. When you gain a level in this class you can replace one of the Shots you know with another Shot of your choice.

Enchanting a Shot. Whenever you hit a creature with a ranged weapon attack, you can magically apply the effects of one Enchanted Shot you know as part of that attack.

You can use a number of Enchanted Shots equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. If you have no uses left, you can expend an Exploit Die to use one of your Shots again.

Saving Throws. If one of your Enchanted Shots forces a saving throw or ability check, it uses your Exploit save DC.

Sylvan Archer Exploits

3rd-level Sylvan Archer Archetype feature

You learn certain Martial Exploits at the Fighter levels noted in the table below. They don’t count against your total number of Exploits Known and can’t be switched upon gaining a level.

Fighter Level Exploit

Sylvan Lore

3rd-level Sylvan Archer Archetype feature

You are learned in the Sylvan arts. You learn to speak, read, and write Sylvan, the ancient language of forests. You also gain proficiency in Nature. You can make Wisdom (Nature) checks in place of the normal Intelligence (Nature) checks.

Finally, you learn the druidcraft cantrip, and Wisdom is your spellcasting modifier for it. When you cast druidcraft you can use a piece of ammunition as a spellcasting focus.

Sylvan Shot

3rd-level Sylvan Archer Archetype feature

You weave minor amounts of magic into every shot you take. Your attacks with ranged weapons gain the benefits below:

  • They are magic for overcoming resistance and immunity.
  • If you miss, you can use a bonus action to curve the shot and repeat your attack against another target in range.
  • When a creature succeeds on a saving throw against an Enchanted Shot, it still takes half as much damage.

Enchanted Quiver

3rd-level Sylvan Archer Archetype feature

Whenever you make a ranged weapon attack you can conjure a piece of magical ammunition as part of the attack. After the attack, hit or miss, this ammunition vanishes.

Also, when you roll initiative, you regain one expended use of your Enchanted Shot feature.

Legendary Sylvan Archer

3rd-level Sylvan Archer Archetype feature

The power of your enchantments rivals that of the ancient elvish guardians. Whenever you use an Enchanted Shot it deals additional damage equal to your Exploit Die.

Also, you can overload one of your Enchanted Shots with overwhelming magic. When you use an Enchanted Shot you can empower it, causing creatures of your choice within 20 feet of the target to also suffer the effects of the Shot.

Once you empower an Enchanted Shot this way you must finish a long rest before you can do so again.

Enchanted Shots

Listed here are the Enchanted Shots available for the Sylvan Archer to choose from when they learn an Enchanted Shot. If one of your Enchanted Shots has a prerequisite Fighter level, you can learn it at the same time you meet its prerequisites.

Beguiling Shot

The target must make a Wisdom saving throw. On a failure, it takes psychic damage equal to twice your Exploit Die and until the start of your next turn, it is Charmed by a creature of your choice that it can see. This effect instantly ends if you or your allies do anything harmful or hostile toward it.

Bursting Shot

The target and all creatures within 10 feet of it must make a Dexterity saving throw. On a failure, they take your choice of cold, fire, or lightning damage equal to twice your Exploit Die.

Enfeebling Shot

The target must make a Constitution saving throw. On a failure, it takes necrotic damage equal to twice your Exploit Die and for 1 minute its weapon attacks deal half damage.

The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Grasping Shot

The target must make a Dexterity saving throw. On a failure, it takes piercing damage equal to twice your Exploit Die and for 1 minute it is bound by thorns. For the duration, its speed is halved, and the first time it uses its speed to move on each turn it takes piercing damage equal to twice your Exploit Die.

A creature can end this effect by using its action to make a successful Strength check against your Exploit save DC.

Piercing Shot

The target, and creatures directly behind it in a straight line out to 30 feet must make a Dexterity saving throw. On a failed save, they take force damage equal to twice your Exploit Die.

Seeking Shot

In place of an attack, you use this Enchanted Shot to cause a piece of ammunition you are holding to magically seek out a creature that you have seen within the last minute.

If that creature is within 120 feet and there is a clear path to it (it need not be straight), it must make a Dexterity saving throw. On a failure, it takes force damage equal to twice your Exploit Die and you instantly learn its location.

Umbral Shot

The target must make an Intelligence saving throw. On a failure, it takes psychic damage equal to twice your Exploit Die and for 1 minute it is Blinded by visual hallucinations.

The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Banishing Shot

Prerequisite: 10th-level Fighter

The target must make a Charisma saving throw. On a failed save, it is banished to a harmless demiplane for 1 minute.

The creature can use its action to repeat the saving throw, ending the effect on a success. When it ends, it reappears in the unoccupied space closest to the space that it left.

Severing Shot

Prerequisite: 10th-level Fighter

The target must make a Constitution saving throw. On a failure, it takes force damage equal to twice your Exploit Die and it cannot cast spells for 1 minute.

The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Technical Shot

Prerequisite: 10th-level Fighter

The target must make a Dexterity saving throw. On a failure, it suffers the effects of one Martial Exploit you know, even if the Exploit could normally only be used with a melee attack.

Transposing Shot

Prerequisite: 10th-level Fighter

The target must make a Charisma saving throw. On a failure, it takes force damage equal to twice your Exploit Die and you switch places with it without provoking opportunity attacks.