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Arcane Archer Skill List

ARCANE INFUSION | Fast Action / Buff |  Cost 4 Stam

Conjure an enchanted bow made of pure energy to carry into battle, granting a +d2 per Int for the duration of combat. 

 

REQUIREMENTS: 2 INT 1 WIS

XP COST: 35

ARCANE BLINK | Fast Action / Utility | 10 Stam

Summon an arrow of pure arcane.  Wherever this arrow lands, the ranger is allowed to blink to that location.  This skill can be used to provide a +2 to escapes, or evade damage one time. 

Cool Down: Once Per Combat

REQUIREMENTS: 2 DEX  1 INT

XP COST: 40

DEADEYE'S MARK | Standard Action / Attack | | Cost 6 Stam

Mark a creature with a signet of arcane. For the duration of two turns of combat, increase your Damage mod by 2(Int) when attacking your mark.

Cool Down: 4 Turns

REQUIREMENTS: 2 WIS 1 DEX

XP COST: 50

ILLUMINATING SHOT | Fast Action / Debuff | Cost 5 Stam

Fire an illuminating arrow at the ground beneath your foe, highlighting them for attack.  Target must make a Dex DC vs 5+Int or be Exposed.

(Exposed characters lose half of their AC rounded down for 2 rounds.)

 

This skill effect does not stack with Arcane Gust.

Cool Down: 6 Turns

REQUIREMENTS: 2 DEX 2 INTEL

XP COST: 55

ARCANE FLARE | Fast Action / Debuff | Cost 8 Stam

Throw an orb teeming with arcane energy.  Up to 4 targets must make a Wisdom DC vs 4+Wis or be blinded.

(Blinded characters lose their AR for 2 rounds.)

 

Cool Down: 4 Turns

 

REQUIREMENTS: 2 CON 2 WIS

XP COST: 60

IMBUED ESSENCE | Standard Action / Attack | Cost 12 Stam

The ranger imbues their arrow with their own arcane essence, ensuring that their next shot lands a hit, ignoring line of sight, or any status effects on the ranger, and dealing an additional +d10 to dice sides.

Cool Down: 4 Turns

 

REQUIREMENTS: 2 WIS 2 STR

XP COST: 65

ARCANE TORRENT | Standard Action / Debuff | Cost 6 Stam

The Ranger summons a gust of wind, a burst of shadow, or an unseen force than knocks the creature away from them.  Target must make a Con DC vs 5+Int or be exposed.

(Exposed characters lose half their AC rounded down for 2 rounds.)

 

This skill affect does not stack with Illuminating shot. 

Cool Down: 4 Turns

 

REQUIREMENTS: 2 INT 2 WIS 2 DEX

XP COST: 70

SIPHON | Fast Action /Debuff / HealCost 6 Stam

 

The ranger imbues their next shot with an incantation.

The creature must perform a constitution saving throw vs o5 + ranger's intel, or 2 (wis +int) of the target’s resource is stolen.

 

This energy can be imbued into the ranger or another party member for 2x the amount of health. 

REQUIREMENTS: 3 WIS 3 INTEL

XP COST: 80

SCOPED PRECISION | Fast Action / Buff  | Cost 6 Stam

The Ranger speaks an incantation, activating their arcane eye.  This new sight allows the ranger to greatly improve their ability to land a critical hit on their target. 

 

For the next 3 rounds, crit range is increased by two (17-20).  If a crit is landed, this effect ends.

Cool Down: 5 Turns

REQUIREMENTS: 3 WIS

XP COST: 75

ELEMENTAL INFUSION | Fast Action / Buff | Cost 10 Stam

Magically infuse your arrow with an element of your choice.  This shot will deal an additional +d3 per Wis if it strikes. 

Cool Down: 4 Turns

 

REQUIREMENTS: 3 INT 3 DEX

XP COST: 85

HONING ARROW | Standard Action / Attack |  Cost 6 Stam

 

Upon failing an attack roll, you harness the magic within the arrow, causing it to alter its course. This skill grants you advantage on a failed roll, giving you another opportunity to attack, and can only be used once every 3 rounds. 

 

REQUIREMENTS: 3 DEX 3 CON

XP COST: 90

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