Paladin
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 / Heal | Cost 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