Page 30 - DnD 5e - Xanathar's Guide to Everything
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LEF T  TO  R 1GH T :  Si\MURi\I, Ci\Vi\LIER,  i\ND  ARCANE  ARCHER

          Banishing Arrow. You use abjuration magic to try to   on a Cons titution saving throw, or the damage dealt
        temporarily banish your ta rget to a harmless location   by its weapon attacks is ha lved until the start of your
        in the Feywild. The creature hit by the arrow must also   next turn.
        succeed on a Charisma saving throw or be banished.      The  necrotic damage increases to 4d6 when you reach
        While  ba nis hed in this way, the target's speed is  0, and   18th level in this class.
        it is incapacitated. At the end of its  next turn, the  target   Grasping Arrow. When this arrow s trikes its  target,
        reappears in the s pace it vacated or in the nearest unoc-  conjuration magic creates grasping, poisonous bram -
        cupied s pace if that space is occupied.              bles, which wrap around the target. T he creature hit by
         After you reach 18th level in this class, a target also   the arrow takes an extra 2d6 poison da mage, its speed
        takes 2d6 force damage when the arrow hits  it.       is  reduced by 10 feet, and it takes 2d6 slashfog dam-
          Beguiling Arrow. Your encha ntment magic causes     age the first time on each turn it moves 1 foot or more
        this arrow to temporarily beguile  its target. The creature   without teleporting. T he target or any creature that can
        hit by the arrow takes an extra  2d6 psychic damage, a nd   reach it can use its action to remove the brambles with
        choose one of your aJJies within 30 feet of the target.   a s uccessful S trength (Athletics) check against your Ar-
        The  target must s ucceed on a Wisdom saving throw, or   cane Shot save DC. Otherwise, the brambles last for 1
        it is charmed by the chosen ally until the start of your   minute or until you use  this option again.
        next turn. This effect ends early if the chosen ally at-  The poison damage and s lashing damage both in-
        tacks the charmed target, deals da mage to it, or forces it   crease to 4d6 ~hen you reach 18th level in this class.
        to make a saving throw.                                 Piercing Arrow. You use transmutation magic to
         The psychic damage increases to 4d6 when you reach   give your arrow an ethereal quality. When you use this
        18th level in this class.                             option, you don't make an attack roll for the attack.
         Bursting Arrow. You imbue your arrow with force      Ins tead, the arrow shoots forward in a line, which  is  1
        energy drawn from the school of evocation. The energy   foot wide and 30 feet long, before disappearing. The
        detonates after your attack. Immediately after the ar-  arrow passes harmlessly through objects, ignoring
        row hits the creature, the  target and all other creatures   cover. Each creature in that line  must make a D exterity
        within 10 feet of it take  2d6 force da mage each.    saving throw. On a failed save, a creature  takes damage
         The force damage increases to 4d6 when you reach     as if it were hit by the arrow, plus an extra  ld6 piercing
        18th level in this class.                             damage. On a successful save, a target takes half as
         Enfeebling Arrow. You weave necromantic magic into   much damage.
        your arrow. The creature  hit by the arrow takes an extra   The piercing damage increases to 2d6 when you reach
        2d6 necrotic damage. The target must also s ucceed    18th level in this class.

                                                                                  CHAPTER  l  I CHARACTER OPTIONS
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