This subclass has received significant changes
At 3rd level, you learn to unleash special magical effects with some of your shots. When you finish a short or long rest, you prepare a number of Arcane Shots of your choice equal to 1 + your proficiency bonus (see “Arcane Shot Options” below). You can only prepare one of each Arcane shot option at a time.
Once per turn when you make a ranged attack with a weapon that uses ammunition, as part of the Attack action, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the attack hits a creature unless the option doesn’t involve an attack roll. Once you have used an Arcane Shot you cannot use that shot again until you complete a short or long rest
Banishing Shot
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the Shot must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s 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 Shot hits it.
Beguiling Shot
Your enchantment magic causes this Shot to temporarily beguile its target. The creature hit by the Shot 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 effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Shot
You imbue your Shot with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the Shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Shot
You weave necromantic magic into your Shot. The creature hit by the Shot 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.
Grasping Shot
When this Shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Shot 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 slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Shot
You use transmutation magic to give your Shot an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the Shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The Shot 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 Shot, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Shot
Using divination magic, you grant your Shot 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 Shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the Shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the Shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the Shot, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Shot
You weave illusion magic into your Shot, causing it to occlude your foe’s vision with shadows. The creature hit by the Shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther 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.
At 3rd level, you gain the ability to infuse ranged weapons with magic. Whenever you make an attack with a Ranged weapon that uses ammunition you can fire a projectile made of pure magical force. The attack does not expend ammunition, and deals force damage rather than its normal damage type. The first time you hit a target with a ranged attack on your turn you inflict an extra 1d4 force damage. This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
At 7th level, you learn how to direct an errant attack toward a new target. When you make an attack roll with a ranged attack and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Starting at 15th level, your magical weaponry is available whenever a battle starts. If you roll initiative and have less than your maximum Arcane Shots remaining, you regain one spent Arcane Shot.