The New 2025 DnD Arcane Archer (Subclass Deep Dive)
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Skilled in the ancient elven art of channeling magic into their bows to deliver devastating ranged attacks, the Arcane Archer has been a popular Fighter subclass since it first appeared in 2017 in the pages Xanathar’s Guide to Everything. It’s a unique magical departure from the melee heavy focus of the traditional DnD 5e Fighter, offering a ton of roleplaying potential and some solid combat abilities.
Now, Wizards of the Coast has taken a shot at bringing the Arcane Archer into the DnD 2024 rules set. It’s one of nine new options featured in the latest Unearthed Arcana Arcane Subclasses playtest, all of which will be appearing in a future sourcebook that has yet to be announced.
So does the new Arcane Archer hit the magical mark? Below, we take aim at all the details.

What’s changed in the new 2025 Arcane Archer?
Below are all the changes to the new Arcane Archer using the DnD 2024 rules. For ease of reference we’ve included the level of each feature and whether or not it’s changed from the previous Legacy Arcane Archer that was featured back in 2017 in Xanathar’s Guide to Everything.
| Arcane Archer Feature | Level | Changed from 2017? | Changes to the 2025 DnD Arcane Archer |
|---|---|---|---|
| Arcane Archer Lore | 3 | Yes | In the 2014 version you could choose to gain proficiency in either the Arcana or the Nature skill and were also able to learn either the Prestidigitation or Druidcraft cantrip. The new 2025 feature is exactly the same, with the exception that you now gain proficiency in both the Arcana and Nature skills (but can choose one other skill if you are already proficient). |
| Arcane Shot | 3 | Yes | The 2025 version of this feature now allows you to use any weapon with the Ammunition property (meaning you can now use weapons like pistols, blow guns and slings). You also now get access to an Arcane Shot Die that can be used for damage and increases in size as you level up. All Arcane Shot options are the same as their 2014 counterparts, with the exception that the names have changed from “Arrow” to “Shot” (i.e. “Banishing Arrow” is now “Banishing Shot”). |
| Magic Arrow | 7 | Yes | This 2014 version has been removed. It previously allowed you to infuse arrows so that they counted as magical for the purposes of attacks. |
| Curving Shot | 7 | No | This feature has not changed from the 2014 version. |
| Ever Ready Shot | 7 | Yes | For 2025, this feature is now available at Level 7 instead of Level 15. All other elements are exactly the same as the 2014 version. |
| Improved Shots | 10 | Yes | This is a new feature for the 2025 Arcane Archer. |
| Powerful Shots | 15 | Yes | This is a new feature for the 2025 Arcane Archer. |
| Masterful Shots | 18 | Yes | This is a new feature for the 2025 Arcane Archer. |

What are the new Arcane Archer features?
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. The first Arcane Archers stood watch over their communities, keeping a keen eye out for dangers and using magic-infused arrows to defeat monsters and invaders. Over the centuries, other species have learned the elves’ mystical methods of blending arcane aptitude with archery and broadened their application to ranged weapons of many kinds while applying those talents to adventuring life.
Level 3: Arcane Archer Lore
You learn magical theory and secrets of nature, granting you the following benefits:
Cantrip: You know either the Druidcraft or Prestidigitation cantrip. Intelligence is your spellcasting ability for it.
Skills: You gain proficiency in the Arcana and Nature skills. If you already have one of these proficiencies, you instead gain proficiency in a different skill of your choice (or with two other skills if you have both).

Level 3: Arcane Shot
You learn to unleash special magical effects with some of your shots.
Arcane Shot Options: You learn two Arcane Shot options of your choice from the “Arcane Shot Options” section below. You learn an additional Arcane Shot option of your choice when you reach Fighter levels 7, 10, 15, and 18. Each time you learn a new Arcane Shot option, you can also replace one option you know with a different one.
Using Arcane Shot: Once per turn when you make a ranged attack using a weapon with the Ammunition property, you can apply one of your Arcane Shot options to that attack. You decide to use the option when you hit a creature and deal damage to it unless the option doesn’t involve an attack roll.
Uses: You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Arcane Shot Die: Your Arcane Shot Die is a d6.
Saving Throws: If an Arcane Shot option requires a saving throw, the DC equals 8 + your Intelligence modifier + your Proficiency Bonus.

Arcane Shot Options
The following options are presented in alphabetical order:
- Banishing Shot. Your magic temporarily sequesters your target in a harmless demiplane. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die and must succeed on a Charisma saving throw or be banished. While banished, the creature is incapacitated with a speed of 0. At the end of its next turn, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
- Beguiling Shot. Your magic causes the ammunition to temporarily beguile your target. The creature you hit takes additional Psychic damage equal to two rolls of your Arcane Shot Die and must succeed on a Wisdom saving throw or be charmed until the start of your next turn, treating either you or one of your allies within 30 feet (your choice) as the charmer. The charm ends early if the charmer attacks the target, deals damage to it, or forces it to make a saving throw.
- Bursting Shot. You imbue your ammunition with explosive force energy. Immediately after you deal damage to the creature, your target and each creature within a 10-foot emanation originating from the target take Force damage equal to two rolls of your Arcane Shot Die.
- Enfeebling Shot. Your ammunition saps your target’s strength. The creature you hit takes additional Necrotic damage equal to two rolls of your Arcane Shot Die and must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Whenever a target poisoned this way hits with an attack roll, it subtracts an amount equal to one roll of your Arcane Shot Die from the total damage of that attack.
- Grasping Shot. Your ammunition creates clutching brambles around your target. The creature you hit takes additional Slashing damage equal to one roll of your Arcane Shot Die and must succeed on a Strength saving throw or be restrained until the start of its next turn. The target or a creature within reach can use an action to make a Strength (Athletics) check against your Arcane Shot DC, ending the restrained condition on a success.
- Piercing Shot. You give your ammunition an ethereal quality. When you use this option, you don’t make an attack roll. Instead, the ammunition moves in a 30-foot line, 1 foot wide, originating from you, ignoring cover. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes damage as if hit plus additional Piercing damage equal to two rolls of your Arcane Shot Die; on a success, it takes half as much.
- Seeking Shot. You grant your ammunition the ability to seek out a target. You don’t make an attack roll. Instead, choose one creature you have seen in the last minute. The ammunition flies toward that creature, moving around corners and ignoring half cover and three-quarters cover. If the target is within your weapon’s long range, it must make a Dexterity saving throw; otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if hit plus additional Force damage equal to two rolls of your Arcane Shot Die, and you learn its current location. On a successful save, it takes half as much damage.
- Shadow Shot. Your magic occludes your foe’s vision with shadows. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die and must succeed on a Wisdom saving throw or be blinded until the end of its next turn.

Level 7: Curving Shot
If you make an attack roll with a weapon with the Ammunition property and miss, as a Bonus Action immediately after the attack, you can make an extra attack with the same weapon against a different target that you can see, that is within the weapon’s long range, and that isn’t behind Total Cover. This extra attack doesn’t require ammunition.
Level 7: Ever Ready Shot
When you roll initiative and have no uses of Arcane Shot left, you regain one expended use of it.

Level 10: Improved Shots
Your Arcane Shot Die becomes a d8.
Level 15: Powerful Shots
Your Arcane Shot Die becomes a d10.
Level 18: Masterful Shots
Your Arcane Shot Die becomes a d12.

Is the new Arcane Archer worth playing?
The new 2025 Arcane Archer is definitely an improvement over the 2017 version, packing more of a punch in terms of damage output, and letting players tap into a broader array of ranged weapons. In fact, in many ways it’s odd to even still call the subclass the Arcane Archer, given that you could potentially wield a blow gun, flintlock pistol or musket (barring your DM’s approval, of course). In other words, Wizards of the Coast has hit an absolute bullseye when it comes to offering a new ranged subclass option for the DnD 2024 Fighter
That being said, we won’t actually see the final version of the Arcane Archer until it’s officially released (although it’s still not clear what book it will even appear in). In the meantime though, if you want to check out the subclass for yourself, you can download it directly from the Unearthed Arcana Arcane Subclasses playtest.
Below is also a video from the official Dungeons & Dragons YouTube channel with DnD designers Makenzie De Armas, Amanda Hamon and Ben Petrisor. For ease of referenced, we’ve timestamped to where she discusses the new Arcane Archer.
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