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What are your thoughts on the new Arcane Archer from Arcana Unleashed?

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Egor93
Field Medic
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33 posts 30 Aug 2021 joined
10 Sep 2026 at 13:11 #1

I would add the following:

"You learn the Augmented Shot option, and two other Arcane Shot options of your choice."

"Whenever you finish a Long Rest, you can replace one option you know with a different one."

"Augmented Shot. You augment your ammunition with a small amount of magical energy. The creature you hit takes extra Force damage equal to one roll of your Arcane Shot Die. Using this option does not expend a use of Arcane Shot."

These changes fix the fact that when you run out of Arcane Shot uses, you basically have no subclass, and gives you the versatility it sorely lacks.

Egor93 - ET pubs
See you on rng-et-1.

itselRuben17
Engineer
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44 posts 16 Mar 2025 joined
10 Sep 2026 at 13:11 #2

>and gives you the versatility it sorely lacks.

Adding damage to attacks with no resource cost, has nothing to do with adding versatility.

You do have subclass features that don't rely on a resource, such as Curving Shot and Masterful Shots.

I don't think your change would break the game, but also I don't think it needs the buff. There's lots of subclasses that heavily rely on resources that can run out.

itselRuben17 - BF64s
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powerp00
Engineer
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38 posts 17 Jan 2020 joined
10 Sep 2026 at 13:11 #3

I think it's about as good as it could realistically get. Probably a top 5 Fighter sub for me now.

I still don't think it wows me though.

powerp00 - D&D nights
Nat 1s are character development.

cicixzm
Field Medic
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28 posts 4 Apr 2019 joined
10 Sep 2026 at 13:11 #4

I think it's fine as-is. Resource management is part of the game. It's no different from how a variety of classes and subclasses with key short-rest resources work.

cicixzm - ET pubs
See you on rng-et-1.

gennadiy_prohoroff
Field Medic
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31 posts 9 Oct 2020 joined
10 Sep 2026 at 13:11 #5

It is painfully meh to me. The feature seem cool, but they are so few and so limited. It feels even worse when comparing it to what the prestige class used to be.

gennadiy_prohoroff - Old guard
Jaymod days. Still here.

chroniclesofdoom
Covert Ops
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52 posts 6 Feb 2024 joined
10 Sep 2026 at 13:11 #6

Main problem of Arcane Archer is lack of high level Arcane Shot options and random ass 15 and 18 level features that have close to nothing to do with subclass theme.

chroniclesofdoom - Comp flex
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Egor93
Field Medic
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33 posts 30 Aug 2021 joined
10 Sep 2026 at 13:11 #7

The versatility comes in the ability to change your arcane shots on a long rest. It sucks to have no subclass after 3 shots though.

Egor93 - ET pubs
See you on rng-et-1.

IdDoK
Engineer
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43 posts 20 Apr 2026 joined
10 Sep 2026 at 13:11 #8

3 shots per Short Rest, plus Magical Ammunition and Curving Shot, and by level 10 you get a shot back every time a fight starts.

Changing on a long rest seems fine—I agree that being able to change one every 3-4 levels is needlessly restrained.

IdDoK - BF64s
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gudym
Engineer
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49 posts 17 Oct 2023 joined
10 Sep 2026 at 13:11 #9

The Arcane Archer archetype is still better fulfilled by a warlock flavoring their Eldeitch Blast as a bow, and their Pact Magic slots as special arrows.

It's okay; we knew this would be the case.

gudym - EU evenings
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prosto_Angelinochka
Squad Lead
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88 posts 28 Jun 2019 joined
10 Sep 2026 at 13:11 #10

It's better than nothing.

prosto_Angelinochka - ET / smokes
Utility first.

6texture2pack
Covert Ops
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69 posts 7 Dec 2020 joined
10 Sep 2026 at 13:11 #11
Adding damage to attacks with no resource cost, has nothing to do with adding versatility
Tentative disagree on this. Evening the disparity of the choice between "Just Attack" vs "Use My Subclass Features" does do at least a little bit for versatility. If you need to deal damage, you can now save your limited use feature for later in a situation where you might have otherwise spent it for the extra "Psychic Damage equal to two rolls of your Arcane Shot Die" which is a legitimate choice and lets you select when to use your features just a little bit more judiciously. Its very 'white room', though, and I don't think I would call this an answer to a versatility problem, but its not a null point in terms of flexibility either.

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Viper_Six
Random Number God
Moderators
406 posts 12 Mar 2018 joined
10 Sep 2026 at 13:11 #12

There's like 6 fighter subclasses in 2024 with the 6th place being pure ass so i think it's not that great of an achievement

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nguyenbinhcter
Engineer
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40 posts 27 Feb 2024 joined
10 Sep 2026 at 13:11 #13

I agree with being able to swap out Arcane Shots each day.

A better solution to having no subclass would be for each Arcane Shot choice to come with a damage type and attack rider themed to the Shot's school of magic. If you attack with a weapon you have learned via the Weapon Mastery feature, once per turn you can substitute that weapon's normal damage type and mastery property for the damage type and attack rider from one of your known Arcane Shots.

For example, if you knew Explosive Shot and had mastered the longbow, once per turn you could change a longbow attack so it dealt force damage and had a Cleave-like effect on hit to mimic a mini-explosion.

nguyenbinhcter - Axis defense
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Saber-Arturia
Field Medic
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27 posts 29 Dec 2018 joined
10 Sep 2026 at 13:11 #14

Pros:

* In combats with few creatures Banishing Shot is a powerful control effect.
* In combats with many creatures Piercing Shot is an incredible source of AOE DPR and can easily net the equivalent of 2 additional attacks in a turn, and also scales well with your Arcane Shot die.
* Arcane shot adds reliable DPR on every turn it's used.
* Ranged combat grants greater effective mobility, providing tactical flexibility to attack creatures across the battlefield.

Cons:

* You're probably going to have an Int of no more than 16 for most of your campaign meaning your DC's and uses per short rest won't scale very well.
* Unlike melee martials you can't take Great Weapon master, which is a substantial source of DPR for them.
* Unlike melee martials you don't have a built in mechanism to weaponize your reaction i.e. no standard opportunity attacks, sentinel, riposte, zhentarim tactics etc.
* You don't get a way to weaponize your bonus action until 7th level.

You'll probably be decently effective in a campaign, but there are definitely better options for DPR including ranged DPR. D&D 5.5 advantages melee martials, but if you want to build a ranged martial your best bet is probably a thrown weapon paladin or barbarian build.

Saber-Arturia - NA nights
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zabak31
Field Medic
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34 posts 16 Nov 2025 joined
10 Sep 2026 at 13:11 #15

Well, I don't think it's comparable. The Warlock not a Arcane ARCHER, its a fancy caster

zabak31 - BF support
Ammo box is friendship.

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