The Arcane Archer is one of the three subclasses for Fighters in Xanathar's Guide to Everything, and all three always felt like cool ideas that couldn't quite compete with the Battle Master and Eldritch Knight (I think the Tasha's ones were a bit more exciting, especially the Rune Knight).
Still, what's notable about this is that it's the only WotC-original Fighter subclass in 5E that is built explicitly for ranged combat (we're not counting Matt Mercer's Gunslinger, which was more of a conversion of the Pathfinder class, but became very popular thanks to Percy on Critical Role).
That said, I always felt like the Arcane Archer suffered a bit because of how few of its cool Arcane Shots it could do and also because it didn't feel like it did much more than a ranged Battle Master (a complaint I also had with the Gunslinger).
So, does this make it more appealing? Let's take a look:
3rd level:
Arcane Archer Lore is nearly unchanged from Xanathar's, giving you either the Druidcraft or Prestidigitation cantrip as well as proficiency in Arcana and Nature. If you already have one or both of these, you can choose other skills for each you already had.
Two subtle distinctions: first is that the old version only gave you one skill or the other, while this gives you both. The second is that there's no carve-out to get different skills if you already have these.
Arcane Shot is, of course, the centerpiece of the feature. First, you learn two Arcane Shot options from the list (which will be shown after the subclass features). You learn an additional shot option at level 7, 10, 15, and 18, and can replace one of your learned shots each time you hit those levels as well.
Once per turn when you make a ranged attack with a weapon that has the Ammunition property, you can apply the Arcane Shot option to that attack, deciding after you hit and deal damage to them unless the shot doesn't involve an attack roll.
Arcane Shots use an Arcane Shot Die, which might be rolled as a part of the Arcane Shot option you choose. It begins as a d6.
You can use these shots Int times per short or long rest. If a shot has a saving throw, the DC is based on your Intelligence.
A few important changes: first off, you have far more options for the kind of weapon you want to use, as the old version only worked with Shortbows and Longbows. Now, you can use this with a Sling, with a Musket, with a Hand Crossbow - whatever you want, as long as it has the Ammunition property.
Second, the old version only allowed two uses per short or long rest. If that's your Intelligence modifier, then there's no real difference there. But if you have a higher Int mod, this will let you use this more. Personally, I see some potential in multiclassing this with a Battle Smith Artificer, allowing you to focus on improving your Intelligence and using that to attack, while also using Repeating Shot to get yourself a weapon that not only has a nice +1 bonus but also will ignore the Loading property (get yourself a Musket!)
One wording question is this: it says we choose these options after both hitting and dealing damage. Given that Arcane Shots now add some extra damage, would this not double the Arcane Shot dice rolled on a crit? I'd assume it works like Paladins' Smites or a Battle Master's Superiority dice, but this wording introduces an ambiguity.
7th level:
Curving Shot lets you use a bonus action if you miss with an attack roll using a weapon that has the Ammunition property to make an additional attack against a different target you can see within the weapon's long range and that isn't behind total cover. The attack doesn't cost extra ammunition (presumably because it's the same piece of ammunition swerving to go after another target).
This feature existed in Xanathar's, but there is a subtle distinction, which is that the old version required the secondary target to be within 60 feet of the primary target. Now, it's anywhere within the weapon's long range, which is potentially an enormous area. I do think it'd still be at disadvantage if it's not within its normal range, but it could be in the complete opposite direction.
Ever Ready Shot lets you gain a use of Arcane Shot if you roll initiative with all uses expended.
This feature was more or less present in the old version, but you got it at level 15 instead of 7, which is a big upgrade.
Notably, one feature is missing, which is Magic Arrow, which used to let you turn nonmagical arrows into magic for the purpose of overcoming resistance and immunity to nonmagical damage. Given that that isn't, you know, a thing in 2024 D&D, it's been cut. DMs, just be sure to make the adjustment if using old monsters. (And in theory, a magic weapon should work even if the ammunition isn't magical).
10th level:
Improved Shots upgrades your Arcane Shot Die to a d8.
15th level:
Powerful Shots upgrades it to a d10.
18th level:
Masterful Shots upgrades it to a d12.
Notably, at each of these levels, we also get to learn a new Arcane Shot option, so the relative thinness of these features should be taken with that grain of salt. By the time we get to level 18, we'll have 6 Arcane Shot options, from a total list of 8.
Funnily enough, the old version of this didn't even have a specific 18th level feature.
Arcane Shot Options:
Banishing Shot causes the target to take additional Psychic damage equal to one roll of your Arcane Shot Die (henceforth "ASD"). The target then makes a Charisma saving throw. On a failure, the creature is banished to a harmless demiplane until the end of its next turn, where it is incapacitated and has a speed of 0. At the end of that next turn, it reappears in its previous space or the nearest unoccupied one.
This winds up being one of the lower damage options, but can potentially steal a turn from a monster, which is pretty powerful. The old version added 2d6 Force damage at level 18 to this, which is actually slightly higher than what this will do at 18th level, but the new version gets the damage in right from the start.
Beguiling Shot causes the target to take additional Psychic damage equal to two rolls of your ASD, and then they make a Wisdom saving throw. On a failure, the target has the Charmed condition until the start of your next turn, treating either you or one of your allies within 30 feet of the target as the charmer. The charmed condition ends early if the charmer attacks the target, deals damage to it, or forces it to make a saving throw.
What I really like about this is how you can use it to save an ally - if the big monster has gotten to your Wizard and is slamming them with its tentacles, you can potentially get them to stop attacking and even avoid making opportunity attacks as the ally moves away. The old version of this deals 2d6 psychic damage, and then 4d6 at level 18, so they'll start off at the same amount, the new version will scale up faster, but it winds up being slightly lower at 18+ (13 damage on average versus 14).
Bursting Shot causes an explosion of force from around the ammo when it deals damage to a creature, causing 2 rolls of your ASD of force damage to all creatures within a 10-foot emanation from the target.
Very similar to the old one, with the same scaling differences as Beguiling. Notably, while this damage isn't a ton, there's no save against it, and gives your martial character a little bit of AoE (admittedly not in a huge range, but enough to hit two and maybe three targets).
Enfeebling Shot causes the target to take 2 ASDs of Necrotic damage, and forces a Con save. On a failure, the target is poisoned until the end of its next turn, and furthermore, has to subtract one ASD from its damage if it hits with an attack roll while poisoned in this way.
Thankfully, while it's a poison effect, the damage is necrotic, which is far more likely to work. The old version of this would halve the target's damage, but wouldn't actually poison them, so I think probably in the long run this version is better, as they might just not hit with their attacks, even if the damage reduction in many cases won't be as profound.
Grasping Shot deals 1 ASD of additional slashing damage. The target must make a Strength save or be Restrained until the start of your next turn. They or a creature within reach of them can use an action to make an Athletics check against your DC to end the condition.
This one's pretty seriously redesigned. The old one didn't restrain the target, instead reducing its speed by 10 feet and dealing 2d6 damage if the target moved 1 foot or more on its turn while affected. The damage was also poison, rather than slashing, and the brambles lasted 1 minute. I think the new version is cleaner, but also makes it very unlikely that any creature is going to bother wasting their action on removing someone from this given that it'll fade so quickly anyway. Slashing here is probably the better damage type, though in terms of raw damage potential, the old one might have gotten more (especially if you can get them to move on multiple turns).
Piercing Shot lets you replace an attack by instead sending your piece of ammunition in a 30x1-foot line. The ammo ignores all cover, as it phases through solid objects. Each creature in the line makes a Dexterity saving throw, taking damage as if they were hit by the attack plus 2 ASDs of piercing damage on a failure, or half as much on a success.
Again, some AoE for a Fighter, which is nice. That said, this could even be good against a single target, because you're pumping more damage into it as well as getting a save-for-half effect that includes your full weapon damage. (If you do a Ranged Great Weapon Master build you could be hitting quite hard indeed). Lining up a lot of enemies in a 30-foot line isn't the easiest, but getting two is not too tricky, and while there's no real secondary effect, this scales in damage as well as any other shot, but can hit more than one target, so I think it's pretty good. Here, also, the scaling is better than the old one, which only did 1d6 and then 2d6 at 18th level.
Seeking Shot again lets you skip the attack roll. Instead, you choose a creature you've seen in the last minute and the ammo flies toward them, ignoring half and three-quarters cover. If the target is within your long range, they make a Dex save, taking normal weapon damage plus Force damage equal to 2 ASDs, and you learn the target's current location. On a success, they take half damage only.
This feels like it's probably a go-to option, and reminds me of Yondu's little whistling arrow from the Guardians of the Galaxy movies. I do think we could maybe address an ambiguity: presumably this piece of ammo can go around corners, so I don't know how exactly Total Cover would be adjudicated - even if the target is fully obscured by, say, a giant crate, presumably my bullet or arrow or bolt or whatever could go around it and hit them. The description does explicitly say that it goes around corners, so I'd assume that's the intention. The old version is similar, but adds only 1d6 force damage and 2d6 at level 18.
Shadow Shot adds 1 ASD of Psychic damage, and the target must succeed on a Wisdom saving throw or become Blinded until the end of their next turn.
Weirdly, the damage scaling of this is worse than the old version, but then, I suppose Blinded is a pretty bad condition to impose. The old version also didn't technically blind them, but restricted their vision to 5 feet.
Overall Thoughts:
The changes here are subtler than those of the Arcana Domain Cleric, but I think they've done a good job of expanding this out to more weapon options. Once again, I think that a multiclass build with a Battle Smith Artificer would be a really solid choice here so that you could maximize your Intelligence and get 5 shots per short rest on top of having a +5 to your main attack and damage stat. Because the core feature here is a one-per-turn thing, I don't know that it'll make a huge difference what kind of ranged weapon you use. Sharpshooter or Crossbow Expert will certainly be a key investment here to make sure you can use all this stuff in melee without getting disadvantage on attacks, even if, ideally, we're staying the hell away from our foes.
Next post, we'll look at one of the two brand-new subclasses, the Tattooed Warrior Monk, and wonder if it repeats the sins of the old Four Elements subclass...