D&D: The Worth of Steel
Arcane Archers practice a unique method of archery that weaves magic into attacks in order to produce supernatural effects. These archers often find themselves as specialist irregulars in military forces or monster hunters that keep villagers safe from magical monsters. While this fighting style saw it's beginnings in the fallen nation of Caldura, since the collapse of that country arcane archers have popped up in virtually every corner of the world.
Arcane Arrow: When you choose this archetype, you learn to channel magic into your shortbow or longbow attacks. As a bonus Action on your turn, create one magic arrow in your hand, which lasts until the end of the turn or an attack with that arrow is resolved. The arrow is a magic weapon that deals 2d6 force damage on a hit, plus the effects of one of your Arcane Shot options. You may choose two Arcane Shot options when you acquire this power, plus an additional Arcane Shot option at level 7, 10, 15, and 18. You may use this power twice, both uses of which restore on a rest.
Archer's Lore: You gain proficiency in two of the following skills: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
Conjure Arrows: At level 7, as an action you may summon 20 nonmagical arrows, which last for ten minutes or until you use this power again, then they vanish.
Ever-Ready Arrow: Starting at 15th level, one minute after you exhaust your uses of Arcane Arrow, you regain one use.
Deadly Arrow: At 18th level, the damage of your Arcane Arrows increases to 4d6 force damage.
Beguiling Arrow: When you fire this arrow, choose one of your allies within 30 feet of the target. If the arrow hits, the target cannot harm that ally, even with a harmful area of effect, until the end of your next turn. The target ignores this effect if it is immune to the charmed condition, and the effect ends if that ally causes any damage to the target.
Brute Bane Arrow: If this arrow hits the target, all bludgeoning, slashing and piercing damage dealt by the target is halved until the end of your next turn.
Bursting Arrow: If you hit the target with this arrow, each creature within 10 feet of it takes 2d6 force damage.
Defending Arrow: A creature hit by this arrow suffers disadvantage on it's next attack roll.
Grasping Arrow: This arrow enwraps the target with magical thorns and brambles, inflicting a -10 penalty to speed and suffers 2d6 slashing damage if they move more than one foot without teleporting. The brambles last for one minute or until the target spend an action to make a DC 10 strength check to burst free.
Piercing Arrow: Your arrow makes an attack against each creature in a 1' by 30' line originating from your bow.
Seeking Arrow: You may make this attack against any creature you've seen in the last minute, as the arrow chases a path through the air that ignores cover, line of sight, penalties for long range, etc, as long as the target is within the maximum range of your bow in a straight line.
Shadow Arrow: Until the end of your next turn, your target cannot see more than 30' away.