When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow.
Create Magic Arrow. As a bonus action on your turn, you can create one magic arrow in your hand. The arrows lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow.
The arrow is a magic weapon that deals an additional 1d6 force damage on a hit. This changes to 1d8 at 10th level, and 1d10 at 18th level. You have a number of uses of this feature equal to your Intelligence modifier (min. 1), and you regain all expended uses of it when you finish a short or long rest.
Arcane Shot. When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.
Whenever you gain a Fighter level, you can choose to replace one Arcane Shot feature with another. When an Arcane Shot calls for a saving throw, your DC is equal to 8 + proficiency + Intelligence modifier.
You gain one additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level.
At 3rd level, you learn minor magic in keeping with the typical duties as an Arcane Archer. You gain proficiency in the Arcana skill. You also learn two cantrips from the Wizard spell list.
Intelligence is your spellcasting ability for these spells.
At 7th level, you learn a useful magical technique. As an action, you can transmute up to 10 arrows into magical ammunition, for the purpose of overcoming resistance and immunity to non-magical damage. The ammunition stays magical for 1 minute, or until you use this feature again.
At 10th level, your competence in this technique allows you to conjure 20 arrows as an action. These arrows are magical for the purpose of overcoming resistance and immunity to non-magical damage. The ammunition disappears after ten minutes, or until you use this feature again. You are also able to conjure a longbow or shortbow in your hand as a bonus action. This bow disappears at the end of your turn.
Starting at 15th level, you can conjure forth a magic-infused arrow in a pinch. When you roll initiative and have no Arcane Arrows remaining, you regain a number of Arcane Arrows equal to half your Intelligence modifier, rounded down (min. 1).
Arrow of Disintegration
At 18th level, you learn to create deadly magical arrows. You conjure a spectral arrow in your hand. Make a ranged spell attack against a target. Your target can be a creature, an object, or a creation of magical force, such as a wall created by Wall of Force.
A creature hit by this spell must make a Constitution saving throw. On a failed save, the target takes 10d6 + 40 force damage. On a successful save, the target takes half damage. If this damage reduces the target to 0 hit points, it is disintegrated.A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10 foot cube portion of it. A magic item is unaffected by this spell.
This spell exhausts a single Arcane Arrow, and can only be used once per day. Your Spell Save DC when using this feature is 8 + proficiency + Intelligence modifier.
An Arcane Shot that requires a saving throw uses your spellcasting DC.
Beguiling Arrow: You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature’s attacks is halved until the end of your next turn.
Bursting Arrow: You imbue your arrow with a blast of force energy energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 force damage.
Defending Arrow: You use abjuration magic to weave a charm that disrupts your enemy's magic. A creature hit by the arrow suffers disadvantage on the next attack roll it makes before the end of your next turn.
Flaming Arrow: You use evocation magic to imbue your arrow with elemental energy. All damage dice associated with this arrow become fire. A creature hit by this arrow takes 1d6 fire damage at the start of each of its turns. The damage increases by 1d6 (max. 3) each turn. The creature must succeed a DC Dexterity saving throw in order to put out the flames.
Freezing Arrow: You use evocation magic to imbue your arrow with elemental energy. All damage dice associated with this arrow become cold. The movement of a creature hit by this arrow is halved until the creature succeeds a Strength saving throw, taken at the end of its turn.
Healing Arrow: You use abjuration magic to fashion an arrowhead of healing energy. A willing creature hit by this arrow regains 1d8 + Intelligence modifier (min.1) hit points. A creature cannot benefit from this feature more than once a day.
Grasping Arrow: When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow must make a Strength saving throw. On a fail, the target takes a -10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC Strength check. Otherwise, the brambles last for 1 minute.
Piercing Arrow: You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 20 feet long. You make a separate attack using your Arcane Arrow against each creature in that line.
Seeking Arrow: Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it, using the Arcane Arrow. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon’s range or if there is no path large enough for the arrow to travel to the target. If the arrow hits the target, you know it, but you don’t learn the target’s location unless it’s within your line of sight.
Shadow Arrow: You weave illusion magic into your arrow, causing it to occlude your foe’s vision with grasping shadows. The target hit by the arrow is blinded until it succeeds a Constitution saving throw; made at the end of its turn.
Stunning Arrow: You use evocation magic to imbue your arrow with elemental energy. All damage dice associated with this arrow become lightning. A creature hit by this arrow must make a Constitution saving throw, and is stunned until the end your next turn on a failure.