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Aasimar
Dhampir
Dragonborn
Drow Elf
Duergar
Dwarf
Eladrin
Arcane Archer
Elf
Gnome
Half-Elf
Half-Orc
Halfling
Human
Shifter
Tabaxi
Tiefling
Warforged
Wood Elf
Arcane Archer
Racial Enhancement Tree

Arcane Archer

Conjure Arrows 0/1
Conjure Arrows
Ranks: 1 Cost: 2 AP Requires: 1 AP
Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.

Antirequisite: This enhancement cannot be taken at the same time as Conjure Arrows in the Half-Elf tree.
True Strike 0/1
True Strike
Ranks: 1 Cost: 1 AP Requires: 1 AP
Ranged Archery Attack: Perform a ranged attack with +20 to hit. You receive a +4 Insight bonus to hit for 12 seconds.
Energy of the Wild 0/3
Energy of the Wild
Ranks: 3 Cost: 1 AP Requires: 1 AP
+30 maximum Spell Points.
Elemental Arrows 0/1
Elemental Arrows
Ranks: 1 Cost: 2 AP Requires: 1 AP
Select one of four elemental arrow imbues.
Awareness 0/3
Awareness
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Listen, Search, Spot, and to hit.
Dispelling Shot 0/1
Dispelling Shot
Ranks: 1 Cost: 2 AP Requires: 5 AP
Ranged Archery Attack: Performs a ranged attack that dispels 3 beneficial effects from your target.
Force Arrows 0/1
Force Arrows
Ranks: 1 Cost: 2 AP Requires: 5 AP
Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d6 force damage and the Ghost Touch ability. This damage scales with your Spell Power.
Inferno Shot 0/1
Inferno Shot
Ranks: 1 Cost: 1 AP Requires: 5 AP
AOE Ranged Archery Attack: Fire a single shot, hitting every enemy in an area around where the shot hits with magical flames that can change their element. Affected enemies take 1 stack of Elemental Inferno (Target takes 1d6 damage every 2 seconds for 6 seconds. This is Fire damage, unless you have Corrosive, Frost, Shock, or Force Arrows active, in which case the damage type is the type of your Imbue. Elemental Inferno's damage scales with the relevant Spell Power. This effect can stack 20 times, and loses one stack on expiration.).
Elemental Arrows 0/1
Elemental Arrows
Ranks: 1 Cost: 2 AP Requires: 5 AP
Select one of four elemental arrow imbues.
Action Boost 0/3
Action Boost
Ranks: 3 Cost: 1 AP Requires: 5 AP
Select Attack or Energy Resistance boost.
Shattermantle Shot 0/1
Shattermantle Shot
Ranks: 1 Cost: 1 AP Requires: 10 AP
Ranged Archery Attack: On Hit: Target gains 3 stacks of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times.) On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 18 + Half Character Level + Wisdom Modifier negates.)
Terror Arrows 0/1
Terror Arrows
Ranks: 1 Cost: 2 AP Requires: 10 AP
Imbue Toggle:You imbue your arrows with negative energy.

On Hit: Target is feared. (Will Save vs. DC: 20 + Wisdom Modifier + Enchantment Spell Bonuses)

On Vorpal: Target is subject to a Phantasmal Killer effect.

Passive: +1 bonus to DC of Enchantment Spells
Soul Magic 0/1
Soul Magic
Ranks: 1 Cost: 1 AP Requires: 10 AP
Every time you strike an enemy with your bow, you have a 15% chance to gain 10 temporary spell points that last for 1 minute.

+10 Universal Spell Power
Elemental Arrows 0/1
Elemental Arrows
Ranks: 1 Cost: 2 AP Requires: 10 AP
Select one of four elemental arrow imbues.
Dexterity or Wisdom 0/1
Dexterity or Wisdom
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Dexterity or Wisdom
Banishing Arrows 0/1
Banishing Arrows
Ranks: 1 Cost: 1 AP Requires: 20 AP
Imbue Toggle:

Your arrows gain On Vorpal: Banish an extraplanar creature back to their home plane. (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses)

On Hit: Inflict Pull of Reality.

Passive: +1 bonus to DC of Enchantment Spells

Pull of Reality: -1 Physical and Magical Resistance. Stacks up to 25 times. 5 stacks fade away every 3 seconds.

Instant kill does not affect bosses.
Paralyzing Arrows 0/1
Paralyzing Arrows
Ranks: 1 Cost: 2 AP Requires: 20 AP
Imbue Toggle: You imbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses) On Save: -10% Movement and Attack Speed

Passive: +1 bonus to DC of Enchantment Spells
Smiting Arrows 0/1
Smiting Arrows
Ranks: 1 Cost: 1 AP Requires: 20 AP
Imbue Toggle:

Your arrows gain On Vorpal: Destroy a construct (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses).

Passive: +1 bonus to DC of Enchantment Spells

On Hit: Inflicts Deconstructed

Deconstructed: Reduced attack speed, -25% Fortification, -25% healing from Repair

Instant kill does not affect bosses.
Elemental Arrows 0/1
Elemental Arrows
Ranks: 1 Cost: 2 AP Requires: 20 AP
Select one of four elemental arrow imbues.
Dexterity or Wisdom 0/1
Dexterity or Wisdom
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Dexterity or Wisdom
Moonbow 0/1
Moonbow
Ranks: 1 Cost: 2 AP Requires: 30 AP
While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.

+10 Universal Spell Power
Arrow of Slaying 0/1
Arrow of Slaying
Ranks: 1 Cost: 2 AP Requires: 30 AP
Ranged Archery Attack: Performs a ranged attack with +25 base damage. (This damage can be multiplied by critical hits.)
Final Strike 0/1
Final Strike
Ranks: 1 Cost: 1 AP Requires: 30 AP
AOE Ranged Archery Attack: Fire a single shot, hitting every enemy in an area around where the shot hits. Enemies hit take 7 stacks of Vulnerability.
Improved Elemental Arrows 0/1
Improved Elemental Arrows
Ranks: 1 Cost: 1 AP Requires: 30 AP
Your Elemental Arrow and Force Arrow imbues gain On Critical: 1d10 elemental damage based on your Imbue Dice, as well as an additional effect based on the element selected:

Corrosive Arrows: Your arrows gain the Destruction ability. (On Damage: Target receives a -1 AC and -1% Fortification for the next 20 seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 15 times.)

Flaming Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.)

Frost Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Lethargy (You have -1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)

Shock Arrows: Your arrows gain On Critical Hit: Vulnerable (Vulnerable: Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)

Force Arrows: On Critical Hit: Target gains 1 stack of Blunted Mind (Target has -1 Melee, Ranged, and Universal Spell Power. This effect can stack 10 times, and loses one stack on expiration.)
Runebow 0/1
Runebow
Ranks: 1 Cost: 2 AP Requires: 30 AP
Bows you wield gain an additional +2 Enhancement bonus. This is considered a Magic Weapon effect.
Core Enhancements
Arcane Archer 0/1
Arcane Archer
Ranks: 1 Cost: 1 AP
Equipped bows gain a +1 Enhancement bonus for each Arcane Archer Core Ability you possess.

All bows are treated as Implements in your hands, granting Spell Power.
Morphic Arrows 0/1
Morphic Arrows
Ranks: 1 Cost: 1 AP Requires: 5 AP
Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage.
Metalline Arrows 0/1
Metalline Arrows
Ranks: 1 Cost: 1 AP Requires: 10 AP
Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction.
Aligned Arrows 0/1
Aligned Arrows
Ranks: 1 Cost: 1 AP Requires: 20 AP
Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction.
Shadow Arrows 0/1
Shadow Arrows
Ranks: 1 Cost: 1 AP Requires: 30 AP
Arcane Archer Secondary Imbue Toggle: +5% Doubleshot chance with bows.

Doubleshot: Your ranged attacks gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.

Passive: Equipped bows gain +1 Competence bonus to Critical Damage Multiplier
Master of Imbuement 0/1
Master of Imbuement
Ranks: 1 Cost: 1 AP Requires: 40 AP
+4 Dexterity
+20% Doubleshot

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
Core Enhancements
Enhancement Description
Arcane Archer Arcane Archer
Equipped bows gain a +1 Enhancement bonus for each Arcane Archer Core Ability you possess.

All bows are treated as Implements in your hands, granting Spell Power.
AP Cost
1
Ranks
1
Progression
0
Morphic Arrows Morphic Arrows
Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Arcane Archer
Metalline Arrows Metalline Arrows
Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Morphic Arrows
Aligned Arrows Aligned Arrows
Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Metalline Arrows
Shadow Arrows Shadow Arrows
Arcane Archer Secondary Imbue Toggle: +5% Doubleshot chance with bows.

Doubleshot: Your ranged attacks gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.

Passive: Equipped bows gain +1 Competence bonus to Critical Damage Multiplier
AP Cost
1
Ranks
1
Progression
30
Prereqs
Aligned Arrows
Master of Imbuement Master of Imbuement
+4 Dexterity
+20% Doubleshot

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Shadow Arrows
Tier 1
Enhancement Description
Conjure Arrows Conjure Arrows
Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.

Antirequisite: This enhancement cannot be taken at the same time as Conjure Arrows in the Half-Elf tree.
AP Cost
2
Ranks
1
Progression
1
True Strike True Strike
Ranged Archery Attack: Perform a ranged attack with +20 to hit. You receive a +4 Insight bonus to hit for 12 seconds.
AP Cost
1
Ranks
1
Progression
1
Energy of the Wild Energy of the Wild
Rank 1
+30 maximum Spell Points.
Rank 2
+60 maximum Spell Points.
Rank 3
+100 maximum Spell Points (including 80 from Magical Training)
You gain the Magical Training feat.

Magical Training: Increases your maximum spell points by 80, and grants Echoes of Power while below 12 spell points.

Echoes of Power: When your spell point pool is nearly exhausted, spell power still trickles in slowly, regenerating your spell points.

Antirequisite: You cannot take this tier of Energy of the Wild if you already possess the Magical Training feat.
AP Cost
1
Ranks
3
Progression
1
Elemental Arrows Elemental Arrows
Select one of four elemental arrow imbues.
Corrosive ArrowsImbue Toggle: Your arrows gain Corrosive, dealing 1d6 acid damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
Frost ArrowsImbue Toggle: Your arrows gain Frost, dealing 1d6 cold damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
Shock ArrowsImbue Toggle: Your arrows gain Shock, dealing 1d6 electric damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
Flaming ArrowsImbue Toggle: Your arrows gain Flaming, dealing 1d6 fire damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
AP Cost
2
Ranks
1
Progression
1
Awareness Awareness
Rank 1
+1 Listen, Search, Spot, and to hit.
Rank 2
+2 Listen, Search, Spot, and to hit.
Rank 3
+3 Listen, Search, Spot, and to hit.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Dispelling Shot Dispelling Shot
Ranged Archery Attack: Performs a ranged attack that dispels 3 beneficial effects from your target.
AP Cost
2
Ranks
1
Progression
5
Force Arrows Force Arrows
Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d6 force damage and the Ghost Touch ability. This damage scales with your Spell Power.
AP Cost
2
Ranks
1
Progression
5
Inferno Shot Inferno Shot
AOE Ranged Archery Attack: Fire a single shot, hitting every enemy in an area around where the shot hits with magical flames that can change their element. Affected enemies take 1 stack of Elemental Inferno (Target takes 1d6 damage every 2 seconds for 6 seconds. This is Fire damage, unless you have Corrosive, Frost, Shock, or Force Arrows active, in which case the damage type is the type of your Imbue. Elemental Inferno's damage scales with the relevant Spell Power. This effect can stack 20 times, and loses one stack on expiration.).
AP Cost
1
Ranks
1
Progression
5
Elemental Arrows Elemental Arrows
Select one of four elemental arrow imbues.
Corrosive ArrowsImbue Toggle: Your arrows gain Corrosive, dealing 1d6 acid damage on hit, scaling with your Spell Power.

Passive:
+5 Universal Spell Power
+1 bonus Imbue Dice
Frost ArrowsImbue Toggle: Your arrows gain Frost, dealing 1d6 cold damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Shock ArrowsImbue Toggle: Your arrows gain Shock, dealing 1d6 electric damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Flaming ArrowsImbue Toggle: Your arrows gain Flaming, dealing 1d6 fire damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Elemental Damage+2 bonus Imbue Dice

+5 Universal Spell power
AP Cost
2
Ranks
1
Progression
5
Prereqs
Elemental Arrows
Action Boost Action Boost
Select Attack or Energy Resistance boost.
Rank 1
Attack BoostActivate to gain a +4 Action Boost bonus to hit for 20 seconds.
Energy Resistance BoostActivate to gain a +5 Action Boost bonus to Energy Resistance for 20 seconds.
Rank 2
Attack BoostActivate to gain a +6 Action Boost bonus to hit for 20 seconds.
Energy Resistance BoostActivate to gain a +10 Action Boost bonus to Energy Resistance for 20 seconds.
Rank 3
Attack BoostActivate to gain a +8 Action Boost bonus to hit for 20 seconds.
Energy Resistance BoostActivate to gain a +15 Action Boost bonus to Energy Resistance for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Shattermantle Shot Shattermantle Shot
Ranged Archery Attack: On Hit: Target gains 3 stacks of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times.) On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 18 + Half Character Level + Wisdom Modifier negates.)
AP Cost
1
Ranks
1
Progression
10
Terror Arrows Terror Arrows
Imbue Toggle:You imbue your arrows with negative energy.

On Hit: Target is feared. (Will Save vs. DC: 20 + Wisdom Modifier + Enchantment Spell Bonuses)

On Vorpal: Target is subject to a Phantasmal Killer effect.

Passive: +1 bonus to DC of Enchantment Spells
AP Cost
2
Ranks
1
Progression
10
Soul Magic Soul Magic
Every time you strike an enemy with your bow, you have a 15% chance to gain 10 temporary spell points that last for 1 minute.

+10 Universal Spell Power
AP Cost
1
Ranks
1
Progression
10
Elemental Arrows Elemental Arrows
Select one of four elemental arrow imbues.
Corrosive ArrowsImbue Toggle: Your arrows gain Corrosive, dealing 1d6 acid damage on hit, scaling with your Spell Power.

Passive:
+5 Universal Spell Power
+1 bonus Imbue Dice
Frost ArrowsImbue Toggle: Your arrows gain Frost, dealing 1d6 cold damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Shock ArrowsImbue Toggle: Your arrows gain Shock, dealing 1d6 electric damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Flaming ArrowsImbue Toggle: Your arrows gain Flaming, dealing 1d6 fire damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Elemental Damage+2 bonus Imbue Dice

+5 Universal Spell power
AP Cost
2
Ranks
1
Progression
10
Prereqs
Elemental Arrows
Dexterity or Wisdom Dexterity or Wisdom
+1 Dexterity or Wisdom
Dexterity+1 Dexterity
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Banishing Arrows Banishing Arrows
Imbue Toggle:

Your arrows gain On Vorpal: Banish an extraplanar creature back to their home plane. (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses)

On Hit: Inflict Pull of Reality.

Passive: +1 bonus to DC of Enchantment Spells

Pull of Reality: -1 Physical and Magical Resistance. Stacks up to 25 times. 5 stacks fade away every 3 seconds.

Instant kill does not affect bosses.
AP Cost
1
Ranks
1
Progression
20
Paralyzing Arrows Paralyzing Arrows
Imbue Toggle: You imbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses) On Save: -10% Movement and Attack Speed

Passive: +1 bonus to DC of Enchantment Spells
AP Cost
2
Ranks
1
Progression
20
Prereqs
Terror Arrows
Smiting Arrows Smiting Arrows
Imbue Toggle:

Your arrows gain On Vorpal: Destroy a construct (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses).

Passive: +1 bonus to DC of Enchantment Spells

On Hit: Inflicts Deconstructed

Deconstructed: Reduced attack speed, -25% Fortification, -25% healing from Repair

Instant kill does not affect bosses.
AP Cost
1
Ranks
1
Progression
20
Elemental Arrows Elemental Arrows
Select one of four elemental arrow imbues.
Corrosive ArrowsImbue Toggle: Your arrows gain Corrosive, dealing 1d6 acid damage on hit, scaling with your Spell Power.

Passive:
+5 Universal Spell Power
+1 bonus Imbue Dice
Frost ArrowsImbue Toggle: Your arrows gain Frost, dealing 1d6 cold damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Shock ArrowsImbue Toggle: Your arrows gain Shock, dealing 1d6 electric damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Flaming ArrowsImbue Toggle: Your arrows gain Flaming, dealing 1d6 fire damage on hit, scaling with your Spell Power.

Passive: +5 Universal Spell Power
+1 bonus Imbue Dice
Elemental Damage+2 bonus Imbue Dice

+5 Universal Spell power
AP Cost
2
Ranks
1
Progression
20
Prereqs
Elemental Arrows
Dexterity or Wisdom Dexterity or Wisdom
+1 Dexterity or Wisdom
Dexterity+1 Dexterity
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
20
Prereqs
Dexterity or Wisdom
Tier 5
Enhancement Description
Moonbow Moonbow
While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.

+10 Universal Spell Power
AP Cost
2
Ranks
1
Progression
30
Arrow of Slaying Arrow of Slaying
Ranged Archery Attack: Performs a ranged attack with +25 base damage. (This damage can be multiplied by critical hits.)
AP Cost
2
Ranks
1
Progression
30
Final Strike Final Strike
AOE Ranged Archery Attack: Fire a single shot, hitting every enemy in an area around where the shot hits. Enemies hit take 7 stacks of Vulnerability.
AP Cost
1
Ranks
1
Progression
30
Improved Elemental Arrows Improved Elemental Arrows
Improved Elemental ArrowsYour Elemental Arrow and Force Arrow imbues gain On Critical: 1d10 elemental damage based on your Imbue Dice, as well as an additional effect based on the element selected:

Corrosive Arrows: Your arrows gain the Destruction ability. (On Damage: Target receives a -1 AC and -1% Fortification for the next 20 seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 15 times.)

Flaming Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.)

Frost Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Lethargy (You have -1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)

Shock Arrows: Your arrows gain On Critical Hit: Vulnerable (Vulnerable: Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)

Force Arrows: On Critical Hit: Target gains 1 stack of Blunted Mind (Target has -1 Melee, Ranged, and Universal Spell Power. This effect can stack 10 times, and loses one stack on expiration.)
Elemental Damage+2 bonus Imbue Dice

+5 Universal Spell power
AP Cost
1
Ranks
1
Progression
30
Prereqs
Elemental Arrows
Runebow Runebow
Bows you wield gain an additional +2 Enhancement bonus. This is considered a Magic Weapon effect.
AP Cost
2
Ranks
1
Progression
30