Page 30 - Xanathar's Guide To Everything
P. 30

LEFT To QIsHT: Sara-team, CAVALIER, AND ARCANE ARCHER

         Banishing Arrow. You use abjuration magic to try to  on a Constitution saving throw, or the damage dealt
       temporarily banish your target to a harmless location  by its weapon attacks is halved 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 banished 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 strikes its target,
       reappears in the Space it vacated or in the nearest unoc-  conjuration magic creates grasping, poisonous brams
       cupied space if that space is occupied.           bles, which wrap around the target. The creature hit by
         After you reach 18th level in this class, a target also  the arrow takes an extra 2(16 poison damage, its speed
       takes 2d6 force damage when the arrow hits it.    is reduced by 10 feet, and it takes 2-d6 slashing dam—
         Regaining Arrow. Your enchantment 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. The target or any creature that can
       hit by the arrow takes an extra 2d6 psychic damage, and  reach it can use its action to remove the brambles with
       choose one ofyour allies within 30 feet of the target.  a successful Strength (Athletics) check against your Ar-
       The target must succeed 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 slashing damage both in-
       tacks the charmed target, deals damage to it, or forces it  crease to 4d6 when 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  Instead, 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 Dexterity
       within 10 feet of it take 2d6 force damage 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 1d6 piercing
       18th level in this class.                         damage. On a successful save, a target takes half as
         Enfeeblfng 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 succeed  18th level in this class.
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