LEFT TO R 1 GHT : Si\MURi\I, Ci\Vi\LIER, i\ND ARCANE ARCHER
Banishing Arrow. You use abjura t ion magic to try to
temporarily b anis h your ta rget to a harmless location
in the Feywild. The c reature hit by the arrow mus t a lso
s ucceed o n a Charis m a saving throw or be banis h e d.
While ba nis he d in this way, the target's speed is 0 , and
it is incapacitate d. At t he end of its next turn, the targe t
reappears in the space it vacate d or in the nearest unoc-
cupie d s pace if that s pace is occupied.
After you reach 18th level in this class, a target also
ta kes 2d6 force d a mage when t he arrow hits it.
Beguiling Arrow. Your e n ch a nt m ent magic causes
this arrow to tempora rily beguile its target. The creature
hit by the arrow takes a n extra 2d6 psychic damage, and
c hoose o ne of your aJJies within 3 0 feet o f the target.
The targe t must succeed on a Wisdom saving throw, or
it is charmed by the chosen a lly until the start of your
next turn. This effect ends early if the c hosen ally at-
tacks the ch arme d target, deals da mage to it, or forces it
to m a k e a saving throw.
The psychic damage inc reases to 4d6 w hen you reach
1 8th level in this class.
Bursting Arrow. You imbue your arrow with force
e n e rgy drawn from the school of evocation. The ene r gy
de to n ates afte r your attack. Imme diately after the a r-
row hits the creature, the targe t and a ll other c reatures
within 10 feet of it ta ke 2d6 force damage each.
The force damage inc reases to 4d6 when you reach
18th level in this class.
Enfeebling Arrow. You weave necromantic magic into
your arrow. The c reature hit by the arrow ta kes a n extr a
2d6 necrotic damage. The target mus t a lso s ucceed
o n a Constitution saving throw, or the da mage dealt
by its weapon attack s is ha lved until the start of your
next turn.
The necrotic d a mage increases to 4d6 w he n you reach
18th level in this class.
Grasping Arrow. Whe n this arrow strikes its targe t ,
conjuratio n magic creates grasping, poisonous bram -
bles, which wrap around the ta rget. T he creature hit by
th e arrow takes an extra 2d6 po ison da mage, its speed
is reduced by 10 feet, and it takes 2d6 slashfog dam-
age the first time on each turn it moves 1 foot o r more
without te le p orting. T he targe t or a ny c reature tha t can
reach it can use its action to remove the brambles with
a successful Stre ngth (Athle ti cs) c heck against your Ar-
cane Shot save D C. Otherwise, the brambles last for 1
minute or until you use this option again.
The poison damage and slashing damage both in-
crease to 4d6 ~hen you reach 18th level in this class.
Piercing Arrow. You use transmutation magic to
give your arrow an ethe real qua lity. Whe n you use this
option, you don't make an attac k roll for the attack.
Ins tead, the arrow shoots forward in a line, which is 1
foot wide and 3 0 feet long, before disappearing. The
arrow passes harmlessly through objects, ignoring
cover. Each creature in tha t line must make a Dexte r ity
saving throw. On a faile d save, a creature takes dama ge
as if it were hit by the arrow, plus an extra ld6 pie rcing
d amage. On a successful save , a target takes h alf as
muc h damage.
The piercing da mage increases to 2d6 when you reach
18th level in this class.
CHAPTER l I CHARACTER OPTIONS