Arcane Archer Fighter: D&D 2024 (5.5e) Optimisation Guide

Fire volleys of arrows and magical shots with this ranged fighter subclass.

Trained in a magical method of archery created by Elven warriors, this tradition has spread across the peoples of the multiverse. Arcane archers gain access to magical ammunition which they can use to enhance their attacks and frustrate enemies.

If you’re looking for a Hawkeye style character, then the arcane archer is your best bet. You’ve got rapid fire shooting, trick shots and even utility arrows that will help you scale buildings and unlock doors.

The 2014 version of the arcane archer fell quite short in terms of design, lacking a fair bit of clout. However, this fighter subclass is being re-released in Arcana Unleashed. Insight Check has been given an early look at the subclass and was able to reveal the revamped features which I’ve used for this guide. In my guide below, I’ve analysed the new features, their effectiveness and given optimisation advice for your build.

  • Highly skilled martial warriors
  • Fight at range with enhanced ranged attacks
  • Can cause lots of debuffs to their enemies with enhanced arrows

4/5 – The arcane archer is a hugely improved subclass that now feels like a worthwhile option for a ranged fighter. Arcane shots will let you deal plenty of conditions as well as enhancing your damage output and there’s even a bit of utility in here too. Comparing to the battle master shows that while the arcane archer gets less uses of their special techniques, those techniques are more potent.

The original arcane archer was a bit weak with too few arcane shots being a particular problem. The 2024 version has received a significant upgrade including the following changes:

  • Arcane archer lore: Gain proficiency in both arcana and nature and can replace these with another proficiency if you already have them.
  • Arcane shot: No longer limited to just short and longbows, now available for all weapons that use ammunition. Number of uses are now reliant on intelligence modifier giving a higher number of potential uses and scalability. Arcane shots have scaling increases in damage that scale more steadily rather than getting a single boost at level 18. There are lots of changes to the individual options like shadow shot causes blinded now instead of preventing seeing anything further than 5ft and grasping arrow causes restrained rather than slowing the target and damaging when it moves.
  • Magic arrow/magical ammunition: No longer makes shots magical for the purposes of damage. Instead provides some utility options like unlocking doors and creating rope-like vines.
  • Ever-ready shot: Previously only worked when you had no uses of arcane shot and rolled initiative, now occurs to replenish one expended use.
  • Masterful shots: Brand new feature that replaces the damage boost to arcane shots at level 18 to give reaction attacks and movement when missed by an attack roll.

Arcane archer features

Circle of stars druid

Arcane archer lore (Lv3) – 2/5

Druidcraft I find basically pointless, but prestidigitation can be a practical cantrip. 2 skill proficencies is better than most ribbon features too. A couple of knowledge skills isn’t bad considering how few classes specialise in intelligence so you may be the knowledge skills guru of the party. Decent ribbon feature, but still a ribbon feature.

Arcane shot (Lv3) – 5/5

You’ll want to be using as many of these special shots as possible. That means upping your intelligence a fair bit. Because you’ll be a ranged build, I think this means a focus on dexterity then intelligence with constitution being tertiary as you won’t be on the frontlines taking a bruising anyway.

There’s a fair bit of variety here and the damage scales with levels a bit as does your saving throw DC.

You’ve got a couple of AoE options in piercing shot (for a line of damage) and bursting shot (for a small emanation). Interestingly, bursting shot doesn’t call for a saving throw, it just deals damage. But piercing shot will do more damage as it deals the arrows normal damage as well as 2 rolls of your arcane shot die on each target. Lines of enemies tend to be less common than groups making it harder to land, but potentially more damaging.

Some shots have more potent nullification that just lasts a turn like beguiling shot, banishing shot and shadow shot which will cause charmed, banishment or blinded along with some damage. Banishing shot is the most potent of these, but deals a little less damage. I’d say that beguiling shot is the least potent as a charmed creature can just target someone else and this restricts who you/your ally can attack. I’d be more inclined towards banishing shot if I want a creature completely out of combat for a turn or shadow shot if I still want to attack them.

Enfeebling shot I think, is weaker than shadow shot with blinded being more problematic than poisoned. The damage reduction is handy maybe against high attack creatures, but more magical creatures may just revert to causing saving throws to bypass this. Of course, they can do a similar thing with blinded, but at least you can still damage them more easily.

I think grasping shot is strong as it restrains for up to a minute and requires an action to attempt to end. Seeking shot on the other hand, is possibly the least potent, but can be used for really problematic things, specifically hidden creatures or those skulking about in cover or behind corners. It wouldn’t be my go to shot, but it’s definitely useful for invisible creatures.

In terms of choosing shots, I perhaps wouldn’t pick grasping shot straight away as you can only use it on one creature at a time which means only one other shot type available at early levels, but I’d definitely want it at a later level. Similarly, seeking shot will be more useful when more creatures can become invisible but won’t be much use until then. I might prefer bursting shot and banishing or shadow shot as my first couple of picks as these will often be useful. I’d perhaps ignore beguiling shot and enfeebling shot, picking up the others as I gain levels.

Curving shot (Lv7) – 4/5

A second chance at a hit if you miss is quite handy. You’re likely to miss maybe 30-40% of your attacks and your bonus action won’t be heavily occupied as a fighter (and you won’t be duel wielding as an arcane archer). This is a decent use of your bonus action.

Magical ammunition (Lv7) – 3/5

These are more utility types of ammunition. Climb a big rope, unlock a door or make it hard for guards in a small area to perceive you. In many instances, I think I’d rather use other means to perform these effects than a use of second wind. For instance, I’d rather use thieves tools on a locked door or pass without trace for stealth. However, if you don’t have these competencies on the party, then an arcane archer makes a reasonable alternative. There’s also subtle extras here too. For instance, unlocking ammunition isn’t just for locks but also barred doors giving it some extras a rogue may not be able to resolve.

Ever-ready shot (Lv10) – 3/5

Arcane shot is great and more uses is very helpful, especially for adventuring days with plenty of encounters.

Indomitable teleport (Lv15) – 3/5

You should usually pass a saving throw made with indomitable, especially at this level when you gain 15 or more to the roll. Whether teleporting is useful at this moment is debatable, but the range means you can at least relocate to a more advantageous location. Maybe even somewhere elevated. The main problem is being able to choose when this triggers.

Masterful shots (Lv18) – 3/5

Easy reaction attacks is quite nice for increasing your damage output. This only works on a miss though and as a non-spellcaster and non-melee build, you may not be a priority target (though enemies may try and get into melee range to nullify you a bit). You can increase the odds here by investing in AC, but again, arcane archers aren’t really built for AC. You won’t be using heavy armor and shields aren’t really an option either.

You can also move out of melee range without provoking opportunity attacks which is nice for a ranged build.

The arcane archer is sort of a ranged battle master. You get techniques you can layer into your attacks that deal extra damage and effects.

One important difference is that battle masters have a superiority die that tends to be a little larger than the arcane shot die. They also have more superiority dice than the arcane archer has arcane shot dice and don’t need to invest in intelligence to have access to these or get a decent saving throw DC. At level 15, they also basically can use a maneuver for every attack and aren’t limited to one maneuver per turn like the arcane archer.

However, the arcane archer’s arcane shots are more potent than the battle master’s manoeuvres. Often you’re using 2 dice rather than one for the extra damage. They also don’t have anything as potent as an AoE damage dealer or conditions like blinded or being banished.

Essentially, this means that the arcane archer causes more powerful effects, but less of them compared to a battle master.

Overall, the arcane archer has undergone significant changes to become much more potent and useful. It’s comparable to the battle master in terms of power. But it is also a luxury build. Not many parties can afford to have their fighter hanging back and making ranged attacks. Usually, they’re relied on to be upfront, drawing attacks away from weaker party members. But if you’ve got the space for an archer type, then the arcane archer does a good job of this.


Winter walker ranger: Wizards of the Coast
Arcane archer: Wizards of the Coast

Arcane archers are an attack-focused subclass, much like other fighters. However, they differ in their inclination towards ranged combat and this very much affects your build.

Below, I’ve gone through how you can build a well-optimised arcane archer.

Ability scores

Recommended options

  • Dexterity: As a ranged build, you’ll be using this for ranged attacks making it your most important ability score. You’ll also need a high dexterity to help your AC without the strength for heavy armor.
  • Intelligence: This will help you get more uses of arcane shots and increase the DC of your arcane shot saving throws. Really important for making your attacks have more impact.
  • Constitution: Less crucial for an arcane archer, but still useful as this will help increase your HP and your durability.

Options to avoid

  • Strength: You can dump this as you’ll be using dexterity for attacks.
  • Wisdom: Only useful for skills and saving throws, but you don’t have the space for this.
  • Charisma: You’ve got no space to be good in social situations.
Ability scorePoint BuyStandard Array
Strength88
Dexterity1515
Constitution1513
Intelligence814
Wisdom1512
Charisma810

Skills

Recommended options

  • Acrobatics: As a Dex build, you’re better off going for acrobatics than athletics.
  • History: With a high intelligence, you’re a good option for knowledge skills.
  • Perception: Always a useful skill, especially if you end up filling in as the party scout.

Species/race

There are a couple of things to consider when choosing a species for an arcane archer:

  • Damage dealing: You’re primarily there to deal a lot of damage to your targets making it handy to find ways to enhance damage.
  • Utility: With a high dexterity and some out of combat utility, an arcane archer is a decent option for a party without a natural scout or stealth class. You can pick up extra utility through your species to round out your capabilities.
  • Innate spellcasting: You can’t repeat cast spells but should have a decent intelligence meaning you should be able to cast spells competently.

Recommended options

  • Aasimar (2024): Resistance to necrotic and radiant damage increases your hardiness. Temporary flight is a good option for launching volleys of arrows from the relative safety of the skies. A bit of healing is a decent emergency option too.
  • Goliath (2024): Faster movement makes you even better at avoiding melee combat. Your giant ancestry grants some very useful options too. For an arcane archer, the durability of the stone giants, knocking enemies prone with hill giant and extra damage from fire giants are all great options. Cloud giant could give you a nice teleportation option if you need to escape melee combat too.
  • Warforged (2024): The extra AC and resilience are useful, as is a skill and tool proficiency. Thieves’ tools, stealth, perception, sleight of hand and religion all work for a rogue alternative or a knowledge build.

Backgrounds

Backgrounds are much more important now with D&D 2024 with ability score increases, origin feats and skills all now linked to your background.

For an arcane archer, you’ll want a background that increases dexterity, intelligence and/or constitution. Some stealth or knowledge skills can help you fill in for the lack of a wizard or rogue in the party (at least in the skills department).

NameAbility scoresOrigin featSkill proficienciesTool proficiency
ArtisanStrength, dexterity, intelligenceCrafterInvestigation, persuasionOne kind of artisan’s tools
CharlatanDexterity, constitution, charismaSkilledDeception, sleight of handForgery kit
CriminalDexterity, constitution, intelligenceAlertSleight of hand, stealthThieves tools
Dragon cultist (HoF)Dexterity, constitution, intelligenceCult of the dragon initiateDeception, stealthCalligrapher’s supplies
GuideDexterity, constitution, wisdomMagic initiate (druid)Stealth, survivalCartographer’s tools
Mulhorandi tomb raider (HoF)Dexterity, constitution, intelligenceLuckyInvestigation, religionMason’s tools
ScribeDexterity, intelligence, wisdomSkilledInvestigation, perceptionCalligrapher’s supplies
Shadowmaster’s exile (HoF)Dexterity, intelligence, charismaSavage attackerAcrobatics, stealthThieves’ tools
SoldierStrength, dexterity, constitutionSavage attackerAthletics, intimidationOne kind of gaming set

Criminal is probably your best option if you want to play a rogue alternative. If you want to build more into knowledge skills, then the Mulhorandi tomb raider is probably your best option.

Feats

I’d suggest the following feats for an arcane archer:

Origin feats

  • Alert – You can either ensure you’re almost always one of the first to take a turn, or pass on the benefits. With your high dexterity, you can quickly thin out the crowd a bit.
  • Lucky – More ways to be reliable at important rolls is universally beneficial.
  • Magic initiate – You should have a good spellcasting ability and may want a few utility spells to complement your natural scouting and utility capabilities. Or you can grab something like shield of faith for some extra protection.
  • Musician – A universally great feat for dishing out heroic inspiration.
  • Shadowmoor hexer – Hex is great on a high attack build like a fighter.
  • Spellfire spark – Gain an additional cantrip attack through your bonus action and protection from spells and magic. Your high intelligence will ensure you can cast sacred flame capably.
  • Tough – You’ll likely be on the front lines so some extra resilience is very useful!

General feats

  • Crossbow expert – If you want the power and weapon mastery property of a heavy crossbow, then this will let you use all your attacks while wielding one with a few other bonuses.
  • Fey touched – Misty step is good for escaping melee range so you can keep shooting. Your high intelligence means other spells cast can be done so capably.
  • Great weapon master – Extra damage each attack and an extra attack when you land a critical, which fighters should be better at because of their high numbers of attacks.
  • Gunner – If you want to wield a pistol or musket and still get all your attacks, then this will let you do that by removing the loading property.
  • Mage slayer – Best against mages, but having what is practically legendary resistance is also great.
  • Purple dragon commandant (HoF) – Bonus action temporary hit points is pretty good, especially as your bonus action won’t be used a lot. Advantage on attack rolls is really good too, even if it is just while bloodied.
  • Shadow touched – Invisibility is great if you’ve gone for a stealth build and high intelligence is good for casting spells.
  • Speedy – Keep out of range of melee more easily with extra movement speed.

Weapons

Primarily, you’ll want to be using ranged weapons that use ammunition as this is what will work with your arcane shots. A longbow is likely your best option as any higher damage options (like muskets, pistols and heavy crossbows) require loading which will limit your number of attacks. The exception here is if you’ve taken the crossbow expert or gunner feats which wouldn’t be a bad shout for the increased damage output.

I’d still grab a melee weapon for when you do end up in melee. You’ll want a finesse weapon to utilise your dexterity with, a rapier being the highest damage option.

Armor

You should have a high dexterity and a low strength so heavy armor is likely out.

Depending on your dexterity and need for stealth, you may want light or medium armor. Studded leather is your best light armor option and will preserve stealth while equalling what medium armor can achieve. Before you hit 20 dexterity though, you may want to consider half plate if stealth is not a concern or a breastplate if it is.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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