Fixing the D&D 5e Arcane Archer | Nerd Immersion

Ойындар

Continuing with my "Fix it" series, this time I attempt to fix the Arcane Archer fighter subclass. There's not too much that needs fixing, but I do have two things I'd adjust. My adjustments would be:
-Make the number of Arcane Shots you get per short rest = to Intelligence modifier (min. 1)
-Clean up the wording of the Magic Arrow ability at level 7: "Whenever you fire an arrow from a longbow or shortbow it is considered magical for the purposes of overcoming damage resistance."
What do you think about this series? What would you change about the Arcane Archer if anything? Are my changes reasonable or unrealistic? What would you like to see me fix next?
Catch us LIVE playing D&D 5e every Tuesday night at 8:30PM Eastern and every Monday night at 9PM Eastern!
/ nerdimmersion
----------------------------------------------------------------
JOIN OUR DISCORD!
----------------------------------------------------------------
We also have a Discord server as well! Join here: / discord
-----------------------------------------------------------------------------------
D&D GAME SUPPLIES
-----------------------------------------------------------------------------------
Player's Handbook - amzn.to/2WFmFUe
Monster Manual - amzn.to/2I5hGIm
Dungeon Master's Guide - amzn.to/2CIfUt9
Xanathar's Guide to Everything - amzn.to/2HR6akm
D&D 5e Starter Set - amzn.to/2CN5s3D
Dice - amzn.to/2I5wiXW
----------------------------------------------------------------
END CREDIT MUSIC
----------------------------------------------------------------
This epic music is from the one and only Ben Briggs! benbriggs.net/album/twitch-jams
-----------------------------------------------------------------------------------
SPONSORS!
-----------------------------------------------------------------------------------
Nerd Immersion is proud to announce that we're sponsored by Initiative Coffee Company! You can pick up some awesome coffee for yourself at: www.initiativecoffeeco.com/go... You can also use the coupon code $2Immersion to get $2 off your order!
We're also sponsored by Elderwood Academy! Want to pick up some sweet Elderwood Academy gear and help support Nerd Immersion at the same time? Use our referral link: www.elderwoodacademy.com/?ref=...
I'm part of a creator network. Join Jetpack7’s community Discord server for even more gaming-related content!
/ discord
----------------------------------------------------------------
SOCIAL MEDIAS!
----------------------------------------------------------------
Here at Nerd Immersion, we aren't just on KZread! Check out our other pages!
www.nerdimmersion.com
/ nerdimmersion
/ nerdimmersion
/ nerdimmersion
/ nerdimmersion
/ nerdimmersion
For business inquiries please contact nerdimmersion@gmail.com

Пікірлер: 176

  • @punishedwhispers1218
    @punishedwhispers12184 жыл бұрын

    Step 1: Give it more arrows Done

  • @whitleypedia

    @whitleypedia

    4 жыл бұрын

    They needed to come up with a cantrip that only this cantrip can get called "Arcane Archery"

  • @Nr4747
    @Nr47474 жыл бұрын

    I would simply give the Arcane Archer a 3rd Arcane Shot at level 7 and a 4th Arcane Shot at level 15, mirroring the Battle Master (yes, I get that Arcane Shots are stronger, compared to a single Maneuver - but the Battle Master also gets better Superiority Dice as they level, meaning they will deal tons of damage or basically always hit with their sharpshooter shots at higher levels).

  • @thevman6882

    @thevman6882

    2 жыл бұрын

    It already does that. I suppose he missed the last part of the description. It clearly states that you get additional Arcane Shots at 7th, 10th, 15th and 18th level.

  • @ballisticm0use72

    @ballisticm0use72

    2 жыл бұрын

    I'd just let you use it a number of times equal to your proficiency bonus

  • @gahijimason8507

    @gahijimason8507

    Жыл бұрын

    @@thevman6882 In the group i play in the GM followed the you get your INT modifier in uses per long rest and it greatly improved my character. This option made it where having that high INT is a bouns and helped me to keep pace with the other characters in the group.

  • @gahijimason8507

    @gahijimason8507

    Жыл бұрын

    Correction. Meant INT modifier uses per short or long rest. Sorry about that.

  • @Hoffmanniac
    @Hoffmanniac4 жыл бұрын

    I played one, and the 2-shot limit is kind of annoying. Plus, there's no real feel of magic outside your sharpshooting (compared to Eldritch Knight, Arcane Trickster, and Ranger; those classes a bit more flavor and versatility [spell selection]). I played it to level 8 and wound up going Arcane Archer 5/War Magic Wizard 3. The spells really made the class more fun. I still used my bow for all damage (or Booming Blade if forced into melee). But I picked spells for movement (Misty Step, Exp Retreat), defense (Shield, Absorb Elements), and utility (Darkvision, See Invisibility, the 1st level rituals). Having a familiar, detect magic, and Identify can make you an asset in non-combat encounters and fits the character of someone with slowly developing arcane talent. Plus a bouncing around the battlefield, getting full use out of bonus actions and reactions really made my turns more interesting. I used dndbeyond to spec the character up to 20th (AA 12/Wiz 8), and it seems like it would carry that the whole way. 3 base attacks, Haste or Greater Invisibility as the presumptive go-to concentration, Counterspell if needed, INT and DEX maxed to 20, plus an extra ASI for a feat (2 if human). The one thing I couldn't do anything about was more Arcane Shots, which is a shame. INT mod makes so much sense.

  • @angelganon8213
    @angelganon82134 жыл бұрын

    Thank you need immersion for saying and agreeing that the number of arcane shot is too low

  • @parkerbrantley4356
    @parkerbrantley43564 жыл бұрын

    Magic arrow is worded in such a way as to deter someone from thinking “this magical piece of ammunition is now magical forever because it came out of my bow”. You could (in theory if your DM allowed it) but arrows at cost and then use them for target practice over & over (preserving the integrity of the arrow) and then either give it to other players or sell them for LOT more than you purchased them for. The monk’s ability doesn’t have this problem because their unarmed strikes can’t really be bought and sold. It’s wordy, I know, and if it was just worded the normal way I would rule it exactly as it’s said word for word. But I can understand their specific wording at least a little bit. 🤷🏼‍♂️

  • @falconforgefantasy9496

    @falconforgefantasy9496

    4 жыл бұрын

    Exactly, I felt this was obvious enough. Unfortunately if something can be exploited, many players find a way to exploit it!

  • @keeganmbg6999

    @keeganmbg6999

    4 жыл бұрын

    What stops any other class that uses a magical bow from doing this? You don’t have to but Magical Ammunition in 5e to overcome damage resistance as long as the bow is magical which suggests that the ammunition becomes magical already.

  • @nickm9102

    @nickm9102

    4 жыл бұрын

    The wording could be cleaned up by using the usual wording "your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage" they have the word "your" so shoot 100 arrows and they penetrate magic resistance/immunity, give them to a Ranger and they are just arrows.

  • @AzraelThanatos

    @AzraelThanatos

    4 жыл бұрын

    It also lets you fire non-magical arrows if you want/need to do so. Ended up needing that when I played White Plume Mountain, getting through the flaming grease wheel was to send the golem through and shot it with an arrow carrying a rope. If it was magical damage, could have done a lot worse to the golem and we kind of wanted to keep him up and ready to help.

  • @YourBoyNobody530

    @YourBoyNobody530

    4 жыл бұрын

    you could sell the magic arrows for an increased cost as well so if you buy a 1000 non magical arrows then turn them into magical arrows you could resell them for way more then what paid for them which is very problematic believe me I almost made my GM piss himself when I got 1000 gold from selling the venom from a bunch of poisonous snakes seriously poison is worth 100 gold and if you kill 10 poisonous snakes that is a 1000 golds worth of poison and I exclaimed that I should be able to sell it for 100 gold since that value is supposed to be market price way to go economics classes

  • @granthyslop9125
    @granthyslop91254 жыл бұрын

    I saw a player get super excited to play an arcane archer; they read the shot options, fantasized about feats and leveling up, then sat down and read all the wording about two shots total and tossed it out the window. Just made a Bard instead to get Swift Quiver pretty early and did some 'smiting' with the psychic archetype, grabbing Ranger spells whenever other class spells got added for 'shots'. I don't see how they ever sent this out officially, because almost every feature revolves around said shots, and they never go up, suffering from Four Elements syndrome. Everything was just a touch too focused but limiting to actually play without changing. That said, I'd like your changes.

  • @BigBunky
    @BigBunky4 жыл бұрын

    Arcane shot could also scale with Prof mod, although I like players being invested in Ability Scores. I’d also consider scaling Arcane Shots damage better, waiting til lvl 18 for a boost is too far off. I’d also consider giving Magic Arrow right of the bat.

  • @MrBracey100
    @MrBracey1004 жыл бұрын

    Yeah I like the fix, I always felt this subclass got short changed. This works well for me.

  • @INKI_teh_Rogue
    @INKI_teh_Rogue Жыл бұрын

    Nice vid dude. My Homebrew fix: lvl 3 - [Moved] Arcane Fletcher: Arrows you fire from S+L.Bows can be magic. Gain proficiency in S+L.Bow & nature / arcane. lvl 3 - [Changed] Arcane Shot: - options - Same - choose 3 options - +1 option @ levels [6,10,14,18] - charges - | 3 charges +1 charge @ levels [6,10,14,18] | or | prof bonus + 1 - charges reset on S/L.R lvl 7 - [Same] Curving shot lvl 10 - [New] Altered Flight : As a reaction, you can attempt to change the trajectory of a projectile (magic or physical). -/+ 1d8 to an attack roll. Spend an Arcane charge. lvl 15 - [Same] Ever-Ready Shot

  • @chaospastor
    @chaospastor4 жыл бұрын

    Your suggestions are spot on! Very good article on a class I am currently playing. I am doing 2+int for my arcane shot.

  • @BeanzimusPrime
    @BeanzimusPrime Жыл бұрын

    Looking back a few years on I think I’d give the arcane archer either proficiency bonus +1 uses per short rest or just straight up proficiency bonus times per short rest in my games

  • @AzraelThanatos
    @AzraelThanatos4 жыл бұрын

    I like the upped Int mod to it, perhaps making it 1+Int Mod, but I'd keep the current wording for magic arrow. In a campaign I've run, I did let an arcane archer to use a feat to get the +1 Arrow/short rest and 2 extra shot options.

  • @CuiBap2
    @CuiBap24 жыл бұрын

    Its also worded that way so people can't use crossbows or hand crossbows with this ability. Combine with the crossbow except and ect.

  • @ODDnanref

    @ODDnanref

    3 жыл бұрын

    It says longbows and shortbows. So they can't use magic arrow ability with shortbows and crossbows. Also, crossbows and shortbows fire bolts, so curving shot can't use that either.

  • @CuiBap2

    @CuiBap2

    3 жыл бұрын

    @@ODDnanref yeah sorry that was ment to be can't not can. I'll change that. Thanks. The crossbow expert feat still works just only gaining the no disadvantage within 5 feet.

  • @ODDnanref

    @ODDnanref

    3 жыл бұрын

    @@CuiBap2 Right, but that part of the feat always worked with this feature. I am saying that changing the wording to what is suggested in the video, changes nothing mechanically.

  • @CuiBap2

    @CuiBap2

    3 жыл бұрын

    @@ODDnanref changing it so that crossbows and hand crossbows can be used would change the feel and some of builds one could make. Mech. You are right but it would give the sub class a few more options it didn't have before.

  • @ODDnanref

    @ODDnanref

    3 жыл бұрын

    @@CuiBap2 Oh you meant it in that sense. Yeah, it would be an interesting concept. How would you word it?

  • @Sir_Chimp
    @Sir_Chimp3 жыл бұрын

    I like the intelligence modifier change but I would do it with proficiency bonus instead gaining them back on a short or long rest. Modeling that choice after the tasha's subclasses. Also would do that with having a feat that models martial adept like you mentioned as well. This way they can have more uses of their shots and really compete for a spot instead of battle master or arcane Trickster.

  • @kaydencox1561
    @kaydencox15614 жыл бұрын

    Lots of great points. Great video.

  • @gregus9535
    @gregus95354 жыл бұрын

    I was talking with a buddy and I thought about adding a resource building/spending mechanic for arcane archer. Basically normal shots build up your resource pool on hits. Then it would cost like x points to use a shot.

  • @krunk485
    @krunk4854 жыл бұрын

    I like the INT mod uses per day change. It fits well and I agree that INT is a neglected stat. The magic arrow text is there so that PC's do not try to break the economy. I understand the frustration at the lengthy text, but I also see why it is there.

  • @CodenameFanboy
    @CodenameFanboy4 жыл бұрын

    I’d probably use the Battle Master progression with a third at 7th level and a fourth at 15th or tie it in with proficiency bonus progression.

  • @Benz74M

    @Benz74M

    3 жыл бұрын

    Tying it with prof bonus would work

  • @brianreisbeck6592
    @brianreisbeck65924 жыл бұрын

    • I'd like them to get something Martial that is specific to making them better at archery like bonus action bow attack x times/lr or Precision Attack combat maneuver from Battlemaster. • I'd also like them to be a little more "arcane"...Spell slots might step on EK's toes a little too much but maybe a version of the Ritual Caster Feat and a couple long rest archery themed Ranger Spells 1/lr (like: Ensnaring Strike, Swift Quiver, Etc) or a version of Hunter Rangers Volley. • I'd also like ALL of their bow attacks to eventually get to add whatever elemental damage they want, even if it is only a d4 (fire, ice, lightning, whatever...) I know you can take Martial Adept & Ritual Caster Feats and dip Hunter Ranger for some/most of this but I feel at least some of it should be built-in to the sub-class. As-It-Stands...I feel a Ranger would make for a better base class for a player that wants to make an "Arcane Archer" type of character. (some magical items like bracers of archer, oathbow, etc would also go a long way toward making ANY character feel/play more like an Arcane Archer too but magic items can't & shouldn't be depended on getting to make a character concept work how you envisioned the character to be/play.)

  • @Nr4747

    @Nr4747

    4 жыл бұрын

    A combination of more than 1 item on your wishlist would make the Arcane Archer waaay to overpowered, but you got some neat ideas. I think that WotC did the right thing, though, by giving Arcane Archers their own niche instead of "borrowing" (aka copying) abilities from other Fighter subclasses.

  • @blackfang0815
    @blackfang08153 жыл бұрын

    Aaaaaand just realized Kensei Monk, which is also from Xanathar's, has the same magic weapon attacks feature you're describing. It was right there for them to just CTRL+C and CTRL+V.

  • @riccardocorradini6713
    @riccardocorradini67134 жыл бұрын

    in my personal fix, i also let Arcane Archer learn an extra cantrip from the same spell list based on their lv 3 choice (so wizard for Prestidigitation or Druid for Druidcraft) following the Eldritch knight that learns an extra cantrip at lv 10 and to add a bit more of out-of-combat "magic feels" for the class (since no arcane archer is going to choose combat options apart from maybe Shocking grasp). i also split the lv 18 improvement into two: one at lv 10 and the other at lv 18 (1d6 each)...feels weird to me that i have to wait until level 18 to be a better arcane archer, so at lv 10 all my arrows improve by a bit. Would this be OP or something?

  • @KevShaw808
    @KevShaw8084 жыл бұрын

    Your changes sound on point to me. It seems like this class doesn't get to feel like a magical archer when they can only use that feature 2x per short rest.

  • @ESloytan
    @ESloytan4 жыл бұрын

    Simple fix: you gain shots equal to 1 + half of your fighter level. Once you run out, you’re out. Practically everything from your subclass is moot if you run out. And you run out FAST. I would know, I’ve played one.

  • @marklimonci998
    @marklimonci998 Жыл бұрын

    I would work it so that you gained additional shots at 7th, 10th, 15th and 18th all gained back in a short or long rest. Also maybe some additional way to top up, like arcane recovery. Half your prof bonus rounded down or something like that. Arcane shot is your main feature and it can be powerful but having loads of shots is broken and not enough is weak.

  • @SuperEagle112
    @SuperEagle1122 жыл бұрын

    I’m going to play an Arcane Archer for three reasons. 1) I think they are cool and that’s all the reason anyone needs to play a class. 2) They are notoriously hard to play and I love the challenge. 3) My buddy gave me the perfect model to represent me on the field and I love it.

  • @MastertheGamerpg
    @MastertheGamerpg4 жыл бұрын

    I like these critiques

  • @kennethcunningham2572
    @kennethcunningham25724 жыл бұрын

    Keep them coming

  • @raevmanigotnoskills5837
    @raevmanigotnoskills58374 жыл бұрын

    I had a problem with their Arcane Shot uses, so for my game we set it to be 1 + Intelligence Modifier, making the min/max be 1/6 Shots respectively, else I didn't do much changes overall to the class, as I only found the Arcane Shot uses be the main problem and I too compared it with the Battle Master and wondered why they did that with the AA.

  • @mizzrum7591
    @mizzrum75914 жыл бұрын

    How I would do Arcane Shot is every time you gain new Arcane Shot option at 7th, 10th, 15th, and 18th level you also gain one extra use of Arcane Shot. Example: At 7th level, you can use 3 Arcane Shot and at level 10th 4 uses of Arcane Shot. So it stops it from being overpowered at a low level.

  • @kremdes

    @kremdes

    4 жыл бұрын

    I prefer this solution simply because it's less of a struggle when multiclassing comes into the balance perspective. Aloowing it scale to with level, like the battlemaster does, limits the ways of traditonal level dipping and also saves the player that doesn't want to invest heavily into intelligence for a fighter.

  • @dethem
    @dethem4 жыл бұрын

    one of my problems is with the sheer number of attacks the fighter gets each turn it feels like this sub class is more of a trick archer where you packed a few items you can attack to your arrows and then you are out now you gotta rebuild them when you have a short rest, making none of this feels arcane to me. i think a way you could make it more arcane like is give mobility like a misty step or something maybe to give a height advantage. all of your arrows are summoned using magic energy that only exist while you want them to. it also frustrates me that the only time your arrow abilities get a bump is level 18, 2 away from the cap making it seem like you aren't ever improving in the arcane . and a nitpic arcane archer lore feels silly, and the only real arcane aspect of this class. i am passionate about this subclass and i only want the best for it.

  • @ComradeVenus
    @ComradeVenus4 жыл бұрын

    One idea I have is to give arcane Archer a free casting of swift quiver at their capstone. Maybe: *"You may expend 2 uses of an arcane shot to cast the spell Swift Quiver without expending a spell slot or material components. Once you use this ability, you can't use it again until you finish a short or long rest."* Also have the number of arcane shots you can use be equal to your proficiency bonus. It would scale a lot more naturally and would get better the more you level.

  • @thereaIitsybitsyspider
    @thereaIitsybitsyspider4 жыл бұрын

    I would fix the punishment for running less than 14 intelligence by setting the minimum at 2. With that, you are only rewarded for this feature.

  • @simonburling3762
    @simonburling37624 жыл бұрын

    For magic arrow, it also stops curving shot from working with it. My change for magic arrow is the magic fades after all attempts to hit are done.

  • @dast4394
    @dast43944 жыл бұрын

    Not playing an arcane archer but running a game one on one with an arcane archer with a hombrew revision . First I think the arcane archer is fine and ready to play but for it to shine it requires a game where short rest are frequent. In way its more suceptable than other fighter archetypes but the fighter class as a whole shines with the short rest. Regarding the number of uses. I use 1 rules variant and 1 lore/world option. My arcane archer can use its second wind to regain hp or a use of an arcane shoot (I think its a classical and funny decision between damage and life) Also in the world are magic objects/ artefacts that can enhace an arcane archer the main one is a golden arrow symbol of all master arcane archer and the basic/main feature of this "evolving" item is to give an extra use of an arcane shoot per day/ dawn. I really like the idea of using magic items that describe your world and also improve the type of character your player wants to play.

  • @Captainbigmike86
    @Captainbigmike864 жыл бұрын

    Magic arrow makes sense, no need to change it. I do like your other changes and feat suggestion. Brings it on par with battlemaster

  • @oscarbrazil9922
    @oscarbrazil99224 жыл бұрын

    I like the int mod per short rest

  • @fluxjoint2388
    @fluxjoint2388 Жыл бұрын

    making magic arrow optional makes sense for the rare circumstance that you're up against something with resistance or immunity to specifically magical damage

  • @ChasoGod
    @ChasoGod3 жыл бұрын

    One way you can fix this is look at the Magick Archer in Dragons Dogma. They don't use real arrows but arrows made of their own magic, these don't have the range or speed of a regular bow but they deal magic damage not physical. So maybe an Arcane Archer could shoot a bolt of Force energy with damage depending on the type of bow they're using. I'd have this be a passive ability for them, they don't require arrows to do shoot their bow.

  • @dragonhearthx8369
    @dragonhearthx83693 жыл бұрын

    As everyone else has said. I would allow crossbows to be used. I would also tie it with the proficiency modifier. For the number of uses.

  • @beryonderb8218
    @beryonderb82184 жыл бұрын

    The mystic class

  • @Rickrolld93
    @Rickrolld933 жыл бұрын

    So me and my DM saw this issue when i was making my horizon walker/arcane archer and we worked out that you can use the shot twice but you can also imbune arrows as well so my character goes out of his way to store as many magic arrows as he but it also added ammo management to my play style but again i can only do 6 arrows a day but it makes the class abit more consistent overall.

  • @ODDnanref
    @ODDnanref3 жыл бұрын

    I think we can use the "proficiency modifier" treatment the baldesinger got.

  • @Ty-yy7zr
    @Ty-yy7zr4 жыл бұрын

    I do agree with the intelligence modifier per short or long rest, but have it a minimum of twice

  • @mrhatnclogs2391
    @mrhatnclogs23913 жыл бұрын

    I think another option for the Arcane Shot would be "You have a number of arcane shots equal to your Proficiency modifier and you regain all expended uses when you finish a short or long rest." This way it scales with the class in a simple way and would give 1 more use of it at higher levels with a Proficiency modifier being capped at +6 instead of a +5 from Ability Scores as you learn more arcane shot options as you level up.

  • @YourBoyNobody530
    @YourBoyNobody5304 жыл бұрын

    On the topic of the beast master ranger here is how I'd fix the beast companion. First off, let them do their own thing they don't need commands anymore unless you want them to do something specific. Second, your beast companions add your wisdom modifier to their armor class, attack rolls, and damage rolls. Third, your beast companion attacks will be considered magical. Fourth, your beast companions health is now calculated as original health+(5 x character level). Fifth, you gain the ability to get beast companions of increasing CR rating up to CR 6 at higher levels

  • @kylerblack5189
    @kylerblack51894 жыл бұрын

    Please talk about the warlock, I personally think just a small boosts to they’re spell slots, they’re expanded spell lists just being added to the spells known, and pact boons being better somehow, for example the tome boon could just have rituals put into it by default and maybe giving the warlock some other things that make them more spell focused.

  • @NerdImmersion

    @NerdImmersion

    4 жыл бұрын

    I have some ideas, don't worry ;)

  • @kylerblack5189

    @kylerblack5189

    4 жыл бұрын

    Nerd Immersion sweet Jesus my prayers have been answered 🙏

  • @killcat1971
    @killcat19714 жыл бұрын

    I'd have made them a 1/3 caster similar to the EK, gaining an ability at level 3 that would read as "Conjure ammunition, when you draw the string of your bow you create a piece of magical ammunition that vanishes at the end of the round, the ammunition is magical and will carry any enchantment the bow has", and give them access to all the evocation and conjuration spells with the same rules as an EK in regard to "other" spells. They pick up the "trick shots" as per the current rules, but they exchange spell slots to create the effects and the effect increases based on the spell slot (maybe give 2 basic effects per short rest for free at 14th or so). At 7th they can use their bonus action to infuse an arrow with the effect of a cantrip which will hit if the attack hits, if the spell requires a saving throw they make it at the time. At 15th they can do this with spells.

  • @granthyslop9125

    @granthyslop9125

    4 жыл бұрын

    Even just the really specific arrow-based spells from ranger would've helped a ton, because an archetype that all revolves around two shots is not exciting. I'd really have liked conjured ammo, though. UA Warlock Moonbow could do it and even smite with it.

  • @dicorockhimself

    @dicorockhimself

    4 жыл бұрын

    @@granthyslop9125 I mean they even gave infinite ammo to the artificer XD

  • @ryudragon7
    @ryudragon73 жыл бұрын

    I am currently playing an Arcane Archer/Mastermind. It's still early in the campaign. I made the mistake of picking the banishing arrow and bursting arrow early in the campaign. Bursting is good....until my allies are swarming the enemy. Banishing arrow is good....but could be better if my "Int" score was higher than 16 and my proficiency score was higher. Those arrows feel like mid-to-late game shots when your scores are higher. Anyway, I do find myself wishing I had more shots when I actually do get to use them. I am sure budgeting my shots are going to be much more of an issue when I hit higher levels. Honestly, in the last two days. I am finding out that Arcane Archer is far overshadowed by Battle Master. And I find myself wishing that I had picked that as my fighter subclass. I can easily find 9 trick shots that would work perfectly for my character. And the fact that I would get more than two uses out of them. Dayum.

  • @charlieb8735
    @charlieb87354 жыл бұрын

    Sounds solid for sure. The limited shots are certainly a downside but fighter's are pretty good without their archetype stuff. I'm totally in favor of supporting both more fighters and utilizing intelligence at my table.

  • @AtomicZn
    @AtomicZn3 жыл бұрын

    As another option to fix it, instead of going straight from 2 to 4 uses and from 2 to 4 damage die on most abilities, add an extra step in the middle. Pick a level to get a 3rd shot and up the bonus damage dice by 1 die. In a way it could almost mirror the progression of a warlock, who also only has two spell slots. Warlocks get theirs third slot at level 11. Arcane archer gets a class ability at 10. That seems reasonable. Let level 10 be the halfway point between these two features.

  • @simonburling3762
    @simonburling37624 жыл бұрын

    The only change I would make to your suggestion to replace 2 uses with Intelligence or Wisdom depending upon the skill you select.

  • @NerdImmersion

    @NerdImmersion

    4 жыл бұрын

    I went with Intelligence because Arcana and Nature are both Intelligence based as is the Arcane Archer's save DCs.

  • @KevinVideo

    @KevinVideo

    4 жыл бұрын

    I'd have gone with Int or Cha as those are arcane casting modifiers. Maybe make a divine version of it for Wis-based.

  • @joejacks2355
    @joejacks23552 жыл бұрын

    How would an arcane archer\ assassin build do as far as increasing dps ? synergy with the dex and int primary attributes cross over well

  • @dadneedssomecoffee2691
    @dadneedssomecoffee2691 Жыл бұрын

    I do agree that two per rest is kinda junk and that + your intelligence modifier kind of fixes that, but there's always that one that you get when you roll initiative. But 6 at level three six per rest would be broken especially on the poisoning and tangling arrow. Seriously with six the fighter would be one shoting everything. Not saying it's a bad thing but with a high dex he's going high in the order and you throw in alert feat and whatnot and level 11 maybe even the skulker feat and he's one rounding the encounter or at least putting it all on lockdown before it really gets off the ground. Now to all of that affect, you could put skulker on a conjurer with Elven heritage (bow) swords too but that's something else entirely. That has seen and handled and whatnot +2 or higher adamanite arrows that were silvered by a jeweler and dipped in purple wurm poison. He can fire that off and if he misses it yeah he has to summon another not a big deal seeing he didn't get seen. Oh that's where I was going with this a mastercraft getting + whatever bonus than silvered then dipped in poison is all mundane. Now the heart of the matter is that they need to do that really long winded explanation about how it looses magic once it either hits or doesn't because someone will try to not only outfit the whole party but start selling them. One of the reasons the devs with and still scream from the rooftops "IT HAS NO VALUE" is people that would try to sell stuff and then murderhobo their way out of town, yeah thats great break a whole campaign over getting better prices out of merchants or laundering gold into your coin purse. Meanwhile you can summon a stool you cant sit on for a rest, nor could a dwarf stand on to get something off a top shelf. But you can summon tools that are expected to actually work without poofing beyond actually starting to shave away wood or chip away stone because it's convenient for them and they can't actually explain the mechanics of it. If you swing a hammer at a nail in near darkness you might need to use a camera with dark vision or something similar you'll see that that sucker sparks almost every hit especially cut forged or masonry nails. After every spark it's fundamentally different. Anyway I've ranted long enough about how poorly WotC words most things most times.

  • @falionna3587
    @falionna35874 жыл бұрын

    I think it should have some non combat uses for their arcane magic. Like detect magic or similar spells, moreso if more is gained as you prgress as you level. Probably only up to level 4. Divination detection spells. Detect magic, see invisible, clairvoyance, locate person maybe? I do think the arrows needs to scale better. Somewhere around lvl 10 the arrows should do 50% more dmg than lvl3 and then 18 100%.

  • @stuartskellams3438
    @stuartskellams34384 жыл бұрын

    Is it because if it is hit or miss curve shot using the magic making it no longer a magic attack. So if you attack ata target and miss then use curve shot to hit a different target and that second target takes it at a second attack as normal damage not magical? I agree that the wording is silly though

  • @YourBoyNobody530
    @YourBoyNobody5304 жыл бұрын

    So one thing I like to do is mix my arcane archer with the new blood hunter specifically the profane soul to cast hex and do other stuff

  • @BNRmatt
    @BNRmatt3 жыл бұрын

    I'm multiclass Ranger / Arcane Archer and I wish you had the option to use Wisdom (or Charisma) instead of Intelligence for saving throw DCs. I didn't know I would multiclass when I originally made the character, so I didn't prioritize Intelligence.

  • @TyranusRex721
    @TyranusRex7214 жыл бұрын

    I would love to see you take on Warlock or on races like the Dragonborn.

  • @kylerblack5189

    @kylerblack5189

    4 жыл бұрын

    TyranusRex721 I would love to see both of these things get a re-work, boosts to spell slots, expanded spell lists just being part of the spells known and major buffs to the boons

  • @TyranusRex721

    @TyranusRex721

    4 жыл бұрын

    @@kylerblack5189 I completely agree. I think the boons should just get the invocations specific to them over time, rather than being forced to use your precious invocations for them. They do need more spell slots. If your group does not take short rests (like my group) you are shit out of luck. The expanded spell list should just be a list of spells you just know as your Patron just gives you those spells, rather then you being forced to choose between them or a Warlock spell. I also see Warlocks as a class that has sacrificed something to gain power. Why not show that in the class? I created 2 class features or invocations (however one would prefer to implement them) that showed that off. As for Dragonborn, I think they should get some kind of spells as they level up to show off the magical aspect of their ancestry. It would have to be different for each color/metal, but it would still be something nice. I think getting History or Arcana as an additional skill known would also help. Also, I would change the breath weapon to have uses based on your Con or Charisma modifier and up the damage. Doing 5d6 damage MAX is pitifully weak. They should do something like 7 or 8d6 damage as a max.

  • @keeganmbg6999

    @keeganmbg6999

    4 жыл бұрын

    Do you guys find your warlock suffers? Because I’ve never struggled with a Warlock build, especially if you build a Hexblade. Also to be fair, Short rests are meant to happen realistically. Just because your group doesn’t follow the intentions of the game and the designers doesn’t mean you should rework a class.

  • @kylerblack5189

    @kylerblack5189

    4 жыл бұрын

    Keegan MBG yes but that’s just the hex blade, what about the others? And even then you can make eldritch blast better than your weapon with hex blade. You’ll always rely more on eldritch blast, the class feels extremely boring and lacking compared to other casters. And sure just because some people don’t use short rests correctly doesn’t mean they should fix, but I don’t think you’re seeing the bigger picture here. I shouldn’t have to play warlock a certain way, just to make it fun and less lacking and bland.

  • @keeganmbg6999

    @keeganmbg6999

    4 жыл бұрын

    Just so you know Hexblade is far stronger than Eldritch Blast. Even if you Multiclass. You just need to know what you’re doing. It doesn’t feel lacking and bland to me. Summoning undead, using Mask of Many Faces to look like an undead and the actor to feat to act like one atop your high charisma and then attacking an unsuspecting foe with a Eldritch Blast or your Weapon is awesome. Summoning an Elemental from the plane your deity is from and then supporting with the push and pull mechanics of an Eldritch blast to force the enemies into unstable places on the battlefield like lava and such. I guess I just try to be creative and inside of my creativity find nothing lacking. If we look at just mechanics sure it can feel underwhelming, but knowing how to use mechanics to your advantage is part of the game. Imagination is your greatest weapon in D&D. Also I’m one of the people that is under the opinion that Warlock’s in general aren’t meant to be crazy damage dealers but are meant to be super versatile tricksters with crazy flavor and oddities who can also be badass if you took them correctly.

  • @WexMajor82
    @WexMajor823 жыл бұрын

    Proficiency dictates the number of arcane shots. Fixed.

  • @joevoelk6888
    @joevoelk68882 жыл бұрын

    I played one and love the class but with the 2 shot cap was kinda upsetting ended up multiclassing with the arrows being attached to int mod would have more than likely made me see it as a viable solo class

  • @DDCRExposed
    @DDCRExposed3 жыл бұрын

    I do like the suggested change of adding shot uses back on a short rest. Sadly, in one video or another, it was suggested that short rests aren't always used that often. I know this is problem with my players in a campaign I run. They hardly ever use that mechanic to heal themselves and instead rely on a healing class and healing potions. Which defeats the purpose of that self-healing mechanic. Personally, I might change the amount of arrows equal to the proficiency bonus mechanic that is pretty popular in TCE now. This seems to work out pretty well in most cases for other classes and would not need the use of a short rest for this subclass to get arrows back as they'll have more as they level up. All-in-all, this is a wonky subclass and doesn't really give the feeling that was intended to be a magically infused archer at all times. Hence your suggestion to the wording of Arcane Shot as well. I'm certainly enjoying all of your Fixing videos and taking notes. Thanks for these and I'll be looking out for more in the future. On a side note, have you ever watched the Dungeon Dudes subclass ranking videos? So far, your issues with these subclasses were certainly present in the rankings the Dungeon Dudes gave them. Either working with them or working off their videos could be fun if you're looking for other fixes to implement. Thanks as always!

  • @CorbiniteVids
    @CorbiniteVids4 жыл бұрын

    I've played the arcane archer as it's published and as much as I love using the features, it really does feel impotent. You use up your two arcane shot options in a longer fight and you're left to just dick around and barely do damage compared to everyone else for the rest of the fight. And it just ends up being disappointing. Plus, it's really restrictive for multiclassing as it is, because the only thing that really makes you that much more powerful hits at level 18 so if you want to play the class and actually do decent, you have to see it almost all the way through. I feel like basing the uses on INT is desperately needed for it, or adding extra uses as a feat similar to martial adept (which was an idea I had to fix it myself as well). This way not only is it less boring and more effective, you can actually afford to multiclass with it without destroying how effective you are, while seeing it through to 18 still is just as beneficial as it already is.

  • @Leviathan9173
    @Leviathan91734 жыл бұрын

    I would love if they changed the shot to int per short or long. It would make me want play it cause the amount is so little I don't want to play it.

  • @unwithering5313
    @unwithering53133 жыл бұрын

    I originally thought they could be a third caster like Eldritch Knight and I was thinking of doing that in my homebrew and then I realised; my homebrew allows classes to take a second subclass at 22nd level so how would I handle the spell slots of having two magic subclasses in the same class? Turn the spell slots into that of a Half-Caster? Also, Intelligence might be a weak stat but Wizards (ones who use Intelligence as their main ability) is one of; if not the strongest class in the entire game (from my experiences).

  • @DoomDutch
    @DoomDutch4 жыл бұрын

    I'd change one more thing: at lvl 10 instead of the 1d6 or 2d6 extra damage you deal, they'll now be 2d4 or 3d6 and at lvl 18 you'll get the original version of 2d6 or 4d6.

  • @christopherpenn9585
    @christopherpenn95852 жыл бұрын

    My solution, just play ranger and dip three fighter levels for two arcane shots. there are so many spells that ranger gets that are archery themed, if you wanna feel like you can actually weave spells in any sort of capacity, ranger is just the superior choice. i feel the issue is that this class is tied to fighter, give it many spells at all and it treads on the toes of eldritch knight. as it is now it does not feel that arcane. gotta put it on a martial caster.

  • @jerrybeard8995
    @jerrybeard89954 жыл бұрын

    the curving shot thingy about it being a magic arrow was a mistake the eratta fixes that. www.sageadvice.eu/2017/11/07/arcane-archer-the-arcane-shot-feature-is-not-intended-to-require-a-magic-arrow-errata/ but I do like the int modifier X (and I am currently playing one, and have a 16 int)

  • @fortunatus1
    @fortunatus14 жыл бұрын

    This fix works but it encourages people to spend their ability score improvements on bonuses to Int rather than on feats after you've capped Dex and taken Sharpshooter. I find that feats are more fun for players when they are available. I would just add the following sentences: "At 10th level and at 18th level, you gain one additional use of your Arcane Shot ability. You regain all expended uses of Arcane Shot when you finish a short or long rest." Now you have 4 uses by level 18. The battlemaster fighter has 6 by level 15 and maybe 7 if they take the martial adept feat. Seems fairly comparable.

  • @357Dejavu
    @357Dejavu4 жыл бұрын

    I’d like to see the trickster cleric

  • @shanelemat4476

    @shanelemat4476

    4 жыл бұрын

    The Trickery cleric is the only cleric that gets no bonus proficiency for there sub class some get Martial weapons or Heavy armor or both, or they get bonus skill proficiency or more cantrips. The trickery cleric has none of those. The Trickery cleric easily has the worst 1st level ability of all the cleric sub-classes. The level 2 ability Invoke Duplicity is pretty good but it last too short. In a social setting this would be a very good ability but the fact it lasts 1 min makes it pretty much a combat only ability for a subclass that is not really designed to be combat heavy. Level 6: basically it gives an ally a stealth boost. Not terrable but I feel its on the low end for cleric level 6 ability's. The level 8 divine strike makes no since on a subclass that get no martial weapon proficiency or any heavy armor to support him on the front line. It also has the worst damage type for resistances. My fixes would be: Level 1: Proficiency in Lock picks and/or add some of the other classes illusion cantrips or some thing like Viscous Mockery, and/or proficiency in some rogue skills such as stealth or slight of hand. Lots of possibility and really it needs only 1-2 of these. Level 2: Increase the length of time the Duplicity lasts to 1 hour. Sure it would help a little in combat assuming the fight goes more than 10 rounds (that is pretty rare), but it would help a great deal is social settings. Level 6: I dont have a good fit for this one Level 8: As a cleric that is not meant to be on the front line possibly Potent Spellcasting. At the very least change to damage type of the divine strike to some thing less resisted (acid may be) this is just off the top of my head.

  • @thisguitar64
    @thisguitar644 жыл бұрын

    once per turn you can use an arcane shot. fixed. done. perfect.

  • @sgh315
    @sgh3154 жыл бұрын

    I actually sent D&D a similar message on Twitter suggesting the exact the same thing. If a whisper bard can use his psychic blades based off cha mod, why not do the same for the arcane archer with int? Just 2 shots is not enough to make this option interesting enough.

  • @sharkjack
    @sharkjack4 жыл бұрын

    I think the arrow text is copies from the magic bow explanation, where it makes more sense to specify that 1: yes normal arrows are indeed treated as magical simply from being shot by a magical bow and 2: no they do not retain this property after their initial shot even if recovered. Infusing the arrow with magic makes the first point redundant, and therefore a shorter description would have been fine. Even so, this description is super explicit so it doesn't really bother me.

  • @JLawrencium
    @JLawrencium3 жыл бұрын

    Arcane shot number of uses equal to proficiency bonus

  • @orionhibbert3045
    @orionhibbert30454 жыл бұрын

    Monk way of the four elements?

  • @GunnarWahl
    @GunnarWahl4 жыл бұрын

    I like making arcane shot proficiency number of times per short rest myself

  • @NerdImmersion

    @NerdImmersion

    4 жыл бұрын

    Yeah, I think on average it'd be pretty similar at the start, but eventually the proficiency bonus would win out

  • @brennonr
    @brennonr4 жыл бұрын

    Here is my issue. I want a class that is all about firing that bow. I would forgo basically all other weapons to fire more shots. I think i could mix other classes and feats and get more "Arrow" out of it. I just want arcane archer or which ever subclass to be super bow related. I want to fire all the shots all the time. If they are magical too, then thats great. However, once you get a really good bow, dont the shots usually count as magical from higher level magic bows? or even magic quivers?

  • @skaphanatic5657
    @skaphanatic56574 жыл бұрын

    I played an AA awhile back and in all honesty, the 2 uses per short rest RAW very rarely hindered me. I had also taken the Martial Adept feat and mixed some combat tricks in with my arcane shots to boost my ability to manipulate and control the battlefield. I was wanting to play as a controller more than a pure dps, so getting those superiority dice fit much better than the flat damage bonus of picking up sniper. A perspective to take into consideration concerning the number of uses is the fact that the effects of arcane shot, both damage and status effect, are quite a bit more powerful than any of the combat tricks so a comparison of just the number of uses isn't entirely fair. Banishing Shot on the big baddy, giving the party enough time to wipe up his minions before he returns, is way more powerful than knocking him prone for a single round or adding a few more points to your attack roll.

  • @xfoaxreaper2845
    @xfoaxreaper28454 жыл бұрын

    Played one, you do run into either slowing the game down by short rests all the time unless you have a wizard/Warlock in the party or lack a cleric and need to roll hit die more often. Honestly though the feat would be perfect imo with one minor addition of +1 to intelligence. Getting an extra option, and 1 extra use, with a potential dc increase for your secondary stat is great, as for the other option with all the ASI fighters get, even with standard array having a 20 int at level 8 would be fairly feezable, adding an extra 6d6 damage per short rest slides the curve allitle far for some, expecially if your party looks for opportunities to take short rests often. Most combat I see is 2 to 3 rounds so getting through 1-2 encounters before needing that SR to get anything back in my head atleast feels right.

  • @pockets8548
    @pockets85484 жыл бұрын

    I feel most dms are rushed and never want to do short rests and it messes with classes abilitys that recharge on short rest

  • @NerdImmersion

    @NerdImmersion

    4 жыл бұрын

    I have definitely been guilty of this myself, which is why I'm always in favor of more things more often

  • @pockets8548

    @pockets8548

    4 жыл бұрын

    @@NerdImmersion I feel it's more of how you like to play the game. Like is is a one shot or a big roleplay heavy group that can do more than roll their hit die during the short rest

  • @Hero-yu4om

    @Hero-yu4om

    4 жыл бұрын

    GMs aren't the ones at fault.It is designing the game assuming people will just time skip a bunch of times per day...it breaks all immersion

  • @F2t0ny
    @F2t0ny4 жыл бұрын

    I came up with a similar solution. I allow arcane archers to trade a ASI for an extra arcane shot.

  • @storyteller9944
    @storyteller99444 жыл бұрын

    I know this is an older video, but there was one problem that kept me from playing as an “Arcane Archer” you see it specifies “short or long bow” whereas I wanted to play a crossbow slinger (gun slinger with crossbows) but it shut that down. I know it probably has lore implications and you could just take that off, but I feel there aren’t any fighter sub-classes that utilize crossbows so it would have been nice if the “Arcane Archer” had that option.

  • @knightghaleon
    @knightghaleon4 жыл бұрын

    Does a hand crossbow count as a short bow? Because I'd like to dip this into an Arcane Trickster idea I have and would like to combine sharpshooter and the arcane shots when I get my second attack.

  • @angelganon8213

    @angelganon8213

    4 жыл бұрын

    I don't think so because of the loading property. Main reasoning is the sharpshooter feat doesn't work with crossbows

  • @knightghaleon

    @knightghaleon

    4 жыл бұрын

    @@angelganon8213 Not even if you take Hand Crossbow Expert?

  • @angelganon8213

    @angelganon8213

    4 жыл бұрын

    I'm sorry I was wrong sharpshooter feat will work with any crossbow or how but I think arcane Archer is the restriction I can't remember

  • @knightghaleon

    @knightghaleon

    4 жыл бұрын

    @@angelganon8213 If I remember, sharpshooter does not stack with sneak attack. I think. But I believe you can declare a second attack to be a sharpshooter attack to get around that. The rule might be that arcane archer cant stack a magic arrow like explosive shot with sharpshooter. I mean if not, I'll just go into Artificer with Arcane Trickster and work out some kind of ammunition crafting with the DM.

  • @angelganon8213

    @angelganon8213

    4 жыл бұрын

    @@knightghaleon I don't see why sharpshooter wouldn't stack with sneak attack. It's not a separate attack for damage it's just an optional penalty vs reward you can use on the roll so I believe it would work but I'll have to do some research

  • @YourBoyNobody530
    @YourBoyNobody5304 жыл бұрын

    I think they worded it the way they did to keep players from having the arcane archer be a magic arrow factory as magic ammunition is a thing and if your arcane archer can convert non magical ammunition into magical ammunition then that may cause problems in game as a lot of monsters have resistance to attacks from non magical weapons

  • @YourBoyNobody530

    @YourBoyNobody530

    4 жыл бұрын

    never mind you got it

  • @mongodroid4842
    @mongodroid48422 жыл бұрын

    I'd follow closely the UA revised version Level 3: Magic Arrow and Arcane Shot Magic Arrow is now on level 3 because why the hell not Arcane Shot now gets extra uses based on your int modifier + 1 (Minimum 2, Max 6)/Short Rest you can now change arcane shots around with the Martial Versatility ability (this change is irrelevant on DMs that don't use Tasha's) some things i would change on individual arcane shots Bursting arrow now does 3d8 damage (5d8 at level 17), really lean into the smite-y nature of arcane shots Shadow Arrow is now a Int saving throw, it's a mild annoyance for me, but man, i just really want arcane archers to have access to every saving throw just cuz I'm kind of a bitch. outside of this, i think everything else is fine tbh

  • @johnl340
    @johnl3404 жыл бұрын

    I find this class kinda boring. You don't get to use your main themed skill enough to make it worth taking. I do like your fix as it will add to the amount of times you can use arcane shot.

  • @YourBoyNobody530
    @YourBoyNobody5304 жыл бұрын

    Honestly intelligence needs a buff

  • @GSZaranza
    @GSZaranza3 жыл бұрын

    I would simply give the Arcane Archer shots

  • @TheCrispAlien
    @TheCrispAlien4 жыл бұрын

    I'd change it to you can shoot up to a maximum of 3 arcane shots per long rest and regain 2 shots in a short rest (never going past 3) Why 3? Because of the rule of 3 trope, 2 feels too little, 4 feels too much.

  • @quintinsteevessenior5568
    @quintinsteevessenior55684 жыл бұрын

    A spell specific to the arcane archer would have been nice

  • @KevinVideo
    @KevinVideo4 жыл бұрын

    I would have like a clarification on the arcane archer additional uses of arcane shot at 7, 10, 15, and 18 so one can ASSUME it would be Int times per day at 3rd level (minimum 1), and an additional time for a total of a possible nine times. If not, I'd have loved you to have mentioned what you would replace at those particular intervals. Honestly, I find it just fine as is regarding the number of shots per day. That said, I prefer the new revised UA version that gives magic shot at 3rd level instead of 7th. Makes way more sense to have that be something right off the hop. They also added another option for the arrows (Brute Bane Arrow). Unfortunately, that now gives you 8 options and you're only allowed 6. A bonus feat that gives you an additional use and another option would be wonderful. Then you could actually attempt to gain all 8 options. If we went with your fix, I'd have a few extra to add to that. Like you, I knew this from the 3.5 days. It did require you to count as an elf in order to get this, and you had to cast 1st level arcane spells. Which made no sense since you couldn't progress as a caster. Pathfinder fixed that, thankfully. There's not much that's very "arcane" about the arcane archer other than the arrows themselves. So my change would look a little different: Magic arrow at 3rd as per the revision. Change it so that it's not as wordy, but note that it's not magical when others touch it or the arcane archer isn't using it. Too many people try to use loop holes for money and conning merchants. Arcane Shot is Int OR Cha modifier times per day. I hate that eldritch knights and arcane tricksters are specifically Int based, but that's my 3.5 showing. Back when you had options and sorcerers could prestige into anything other than dragon disciple. At 7th, 10th, 15th, and 18th level gain wizard cantrips and spells up to 4th level. At 7th gain one spell slot, 10th gain two slots, etc. Kind of like combining warlock and eldritch knight. Would have to play around with that somewhat for proper balance. For multiclassing purposes, it'd only get to count as a half-caster. One of the abilities in the old arcane archer PrC was it could imbue arrows. This could be with spells or enhance them with elemental damage, aligned damage, and double the distance. Those could also be options. Just seems like the subclass could be a bit more. Looking forward to your ranger. The revised version could have been good, but then they nerfed favored enemy and made it stupid.

  • @connortillman7129
    @connortillman71294 жыл бұрын

    You should fix the warlock class next!

  • @kaydencox1561

    @kaydencox1561

    4 жыл бұрын

    Connor Tillman I don’t know how you mean “fix”. Quite a few reviews and potential fixes to the base class are usually boiled down to the fact it is so uniquely designed and distinct compared to all other classes the editor tries to homogenize it and make it fit in the design motif of other casters. I think the only “fix” or out of game discussion that is needed is asking leniency on the dungeon masters part to allow for more short rests per day. I don’t think that’s an outlandish ask, and it makes the Warlock stand with its other classes.

  • @draxthemsklonst
    @draxthemsklonst4 жыл бұрын

    Now, how to play as Gambit...?

  • @fernandolima7699
    @fernandolima76994 жыл бұрын

    Fix sun soul monk

  • @NerdImmersion

    @NerdImmersion

    4 жыл бұрын

    I'll add it to the list, I have some thoughts on how to fix it.

  • @captaincapsaicin1319
    @captaincapsaicin13192 жыл бұрын

    One thing I hate about arcane archer is that if forces you to use a bow and arrows. If I had my way this would let this work with other ranged weapons like crossbows and slings.

  • @BossTripp1
    @BossTripp14 жыл бұрын

    Why did they not make it a ranger subclass? I think it would’ve been more interesting; adding arcane spells on too of ranger spells.

  • @joshmargolis1424

    @joshmargolis1424

    4 жыл бұрын

    Because fighters make better flat archers than rangers do and the fighter had no archer subclass

  • @BossTripp1

    @BossTripp1

    4 жыл бұрын

    @@joshmargolis1424 as one that has played both to atleast lvl 18. I would have to disagree with that statement. So many misinformed people. I bet you think the pet ranger is useless too, lol. Look at the numbers people. The spells of a ranger make them super amazing. Anyway.... they could have made a marksmen subclass. I think ranger would have been a way better class for the Arcane Archer, adding arcane spells to the already incredible list of the archer.

  • @BossTripp1

    @BossTripp1

    4 жыл бұрын

    @@hopefulmayhem5744 since you obviously don't have the numbers to back up what you're saying. I'll point you to some actual numbers kzread.info/dash/bejne/eZel26mChKW6pps.html oh and the strength of the ranger class is its spells kzread.info/dash/bejne/npONs6mGade4qLg.html you're welcome......

  • @Mystravian
    @Mystravian4 жыл бұрын

    Real talk? It shouldn't be limited at all, them only doing it once a turn is more than enough. This is just a fancy way to attack. Fighters not having a lot of resources is supposed to be a thing. He should be able to do good attacks all day. That's it. They aren't that good and the DC's are probably going to be rather low.

  • @kirang9759
    @kirang97594 жыл бұрын

    I just played 5th edition Arcane Archer for a one shot at lvl 15 last night and I agree that the class feels broken. Magic arrow isn't worded brilliantly but it makes sense that an attack can behave as a magic weapon attack. Now, I'm confused with what you're proposing for the Arcane Shot quantifying mechanics. As it stands, you get 6 shot options by lvl 18 which renew on Short rest. This means that with 2 Short rests and 1 Long rest in 24 hours, you'll get 18 uses at lvl 18+. Are you simply stating that using an intelligence modifier to determine Arcane Shot expenditure per short rest would allow you to access MORE shots at a LOWER level? As max INT stats are 20 in 5e, you would only ever have 5 Arcane Shots available in a single battle. How is this better?

  • @NerdImmersion

    @NerdImmersion

    4 жыл бұрын

    You have 2 uses of Arcane Shot per short rest, that's it. You have 6 Arcane Shot options at level 18, but you still can only use it twice (you just pick which one from one of your 6 shot options). With 2 short rests and a long rest, your total usage is 6 times, not 18. My suggestion would be Int mod per short rest, that means with 20 Intelligence at level 18, with 2 short rests and a long rest you'd have 15 uses, instead of 6

  • @NerdImmersion

    @NerdImmersion

    4 жыл бұрын

    "You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest."

  • @kirang9759

    @kirang9759

    4 жыл бұрын

    @@NerdImmersion Oh, I see. I did not realise that when I picked this class. It makes the mechanics seem even worse than I originally perceived them to be. 🤣 Thanks for clarifying ✌🏽

  • @mys6886
    @mys68864 жыл бұрын

    let the paladin used ranged smites and if your really nice the archery fighting style, but not needed. WHAM BAM done it works really well and no it is no better or worse than a normal paladin on average your AC is lower and you will never be as good as other paladins in melee but the obvious range and positioning advantages are clear and you are by no means weak close up. just use cover and you make a great ranged damage support.

  • @gilmandimas7586
    @gilmandimas75864 жыл бұрын

    the worst part of the arcane archer is be a fighter subclass, is absurd one magic shot by ROUND when the fighter can attack 3 times for round in the long part of the game discount the action surge with 3 extra attack again in the same ROUND, and the mayor part of this TRICK shot are save or suck, your fail the effect lost one of two shot and with only 8 +"2 or 3" because your subclass NOT WIN NOTHING WITH INT is dummy option, this class fit better with rogues and his only big attack

  • @gilmandimas7586

    @gilmandimas7586

    4 жыл бұрын

    rogues and his big attack make sense the 15 level abilities because rogues always are ready for combat and the only shot by turn make sense whit the dynamic of concentring his magic and enchanting the arrow, not how the figther and his fire, fire, fire, fire magic arrow, fire, fire

  • @YourBoyNobody530
    @YourBoyNobody5304 жыл бұрын

    One thing I would change about the druid is they can now use wild shape to cast the conjure animals spell or the summon elemental spell if they are a moon druid without concentration which means a moon druid could summon an earth elemental then summon another earth elemental then turn themselves into an earth elemental then proceed to beat the tar out of everything with three stony boy's

Келесі