You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and yuou regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of our choice when you reach certain levels in this class: 7th, 10th, 15th and 18th level. Each option also improves when you become 18th level.
At 7th level, you learn how to direct an errant arrow towards a new target. When you make an attack roll with an arrow and miss, you can use a bonus action to reroll hte attack roll against a different target within 60 feet of the original target.
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immidiately after it hits or misses its target.
You use abjuration magic to try to temporarily banish your target to a harmlessl ocation in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the targets speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effet ends early if the chosen ally attacks the charmed target, deals daamge to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immidiately after the arrow hits the creature, the target and all other creatures withi n10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
When this arrow strikes its target, conuration magic creatres grasping, poisonous bramblse, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. THe target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and shashing damage both increase to 4d6 when you reach 18th level in this class.
You use transmutation magic to give your arrow an ethereal quality. When you uise this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takse half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if neccessary and ignoring threequarters cover and half cover. If the target is within the weapons range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you don't learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or ne unable to see anything father than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.