Exemplary precision. Impossible accuracy. Calm and focused. These are but a few qualities that set apart the mystic archer from their mundane counterparts. Through decades of dedicated training, experience, and a few trick arrows, the mystic archer defeats their adversaries in astonishing ways. Often encountered as wanderers or performers, they use their skill to captivate audiences or undertake mercenary work. Rarely do they remain in one place for long, instead favoring a nomadic lifestyle.
Whether their arrows’ power is purchased or self-imbued, mystic archers understand both the arcane and the physical world. This allows them to perform feats of unparalleled marksmanship, making arrows curve in unusual ways or emit blasts of energy.
Elemental Arrows
It’s common for a mystic archer to have enchanted arrows in their quiver, even if their exceptional skill comes from within. These can be as simple fiery arrows or rarer dragon slaying ones. A defeated mystic archer can have 1d10 magical arrows that deal one of the following damage types instead of piercing damage: cold, fire, lightning, or thunder. Once the arrow deals damage, it becomes a nonmagical arrow.
Mystic Archer
Medium Humanoid, Any Alignment
Armor Class 16 (studded leather)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 18 (+4) | 15 (+2) | 16 (+3) | 12 (+1) | 10 (+0) |
Saving Throws Dex +7, Int +6, Wis +4
Skills Arcana +9, Perception +7
Senses passive Perception 17
Languages any two languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions
Multiattack. The archer makes three Rapier attacks or two Bouncing Shot attacks.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Bouncing Shot. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the archer can cause one creature it can see within 30 feet of the target to take 8 (1d8 + 4) piercing damage. The archer can choose to deal one of the following damage types instead of piercing damage: cold, fire, lightning, or thunder.
Bursting Shot (Recharge 5–6). The archer shoots an arrow at a point it can see within 150 feet of it that bursts in a 15-foot-radius sphere. Each creature in the area must make a DC 15 Strength saving throwing. On a failed save, a creature takes 21 (6d6) force damage and is pushed up to 15 feet away from the center of the burst. On a successful save, a creature takes half as much damage only.
Bonus Actions
Distracting Shot (3/Day).The archer emits a burst of light in a 10-foot radius sphere centered on itself. Each creature of the archer’s choice in that area must succeed on a DC 15 Constitution saving throw or it can’t take reactions until the start of its next turn.
Downloads
Further Reading
Perhaps a conclave of mystic archers protects powerful weapons, such as a boltergeist or the arcanovore.
Imagery created with Midjourney.