Fighter: Arcane Archer

The main issue with the Arcane Archer is that it’s primary feature, Arcane Shot, is only usable twice per rest. The other problem is the Arcane Shot features only get an improvement at level 18, meaning the majority of players won’t play the class long enough to take advantage of them. Here are the changes you could make to the archetype to make the class more approachable and valuable.

Level 3 Features
Arcane Archer Lore
Leave this feature as-is.

Arcane Shot
Add the following change to the feature.

When you reach 15th level in this class, you gain a third use of Arcane Shot per short or long rest.

Arcane Shot Options
Make the following changes to each option.

Banishing Arrow
After you reach 10th level in this class, a target also takes 1d6 force damage when the arrow hits it.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow
The psychic damage die increases to a d8.
The psychic damage increases to 3d8 when you reach 10th level in this class.
The psychic damage increases to 4d8 when you reach 18th level in this class.

Bursting Arrow
The force damage die increases to a d8.
The force damage increases to 3d8 when you reach 10th level in this class.
The force damage increases to 4d8 when you reach 18th level in this class.

Enfeebling Arrow
The necrotic damage die increases to a d8.
The necrotic damage increases to 3d8 when you reach 10th level in this class.
The necrotic damage increases to 4d8 when you reach 18th level in this class.

Piercing Arrow
The piercing damage increases to 2d6 when you reach 10th level in this class.
The piercing damage increases to 3d6 when you reach 18th level in this class.

Seeking Arrow
The force damage increases to 2d6 when you reach 10th level in this class.
The force damage increases to 3d6 when you reach 18th level in this class.

Shadow Arrow
The psychic damage die increases to a d8.
The psychic damage increases to 3d8 when you reach 10th level in this class.
The psychic damage increases to 4d8 when you reach 18th level in this class.

Level 7 Features

Magic Arrow
Replace with the following:

At 7th level, you gain the ability to infuse arrows with magic. 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.
     When you reach 10th, 15th, and 18th levels in this class, magic arrow gains an enhancement bonus. At 10th level, all magic arrows gain a +1 enhancement. At 15th level, the enhancement bonus increases to +2. At 18th level, the enhancement bonus increases to +3.

Curving Shot
Leave this feature as-is.

Level 10 Features

Ever-Ready Shot
Move this feature from level 15 to level 10. Add the following change to the feature.

When you reach 18th level in this class, you instead regain 2 uses of Arcane Shot whenever you roll initiative.

Level 15 Features

Every-Ready Shot
Move this feature from level 15 to level 10.

Level 18 Features
No changes made.

Summary of Changes

  • The changes made to arcane shot options give the class better scaling throughout its levels of progression.
  • The added enhancement bonus to magic arrows give a minor boost to damage output when the player runs out of uses of arcane shot.
  • Moving ever-ready shot from 15th to 10th level makes it easier for the player to utilize the core ability of this class. The same is true for the added use of arcane shot at 15th level and the additional recharge on initiative rolls at 18th level.
  • No new features were added to levels 15 and 18 since you gain important scaling factors from previous features in the class.

I referenced the Rogue and its sneak attack damage when making these changes. An arcane archer is still probably going to be doing less damage then a Rogue who can sneak attack, but the added effect will make up for the damage loss.

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