At 3rd level, a fighter gains the Martial Archetype feature. Here is a special homebrew option for that feature: Arcane Archer Redux. An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused projectiles to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
3rd-level Arcane Archer Redux feature At 3rd level, you learn magical theory or some of the secrets of nature, typical for practitioners of this elven martial tradition. You gain one of the following options:
3rd-level Arcane Archer Redux feature At 3rd level, when you attack with any Simple or Martial Ranged Weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Additionally, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see Arcane Shot Options or Additional Arcane Shot Options). Once per turn when you fire a projectile from a any Simple or Martial Ranged Weapon as part of the Attack action, you can apply one of your Arcane Shot options to that projectile. You decide to use the option when the projectile hits a creature, unless the option doesn’t involve an attack roll. You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a short or long rest. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
7th-level Arcane Archer Redux feature At 7th level, when you attack with a any Simple or Martial Ranged Weapon, the attack counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
7th-level Arcane Archer Redux feature At 7th level, you learn how to direct an errant projectile toward a new target. When you make an attack roll with a magic projectile and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
10th-level Arcane Archer Redux feature At 10th level, you learn to allow the elements to flow around you, granting you resistance to them. You can choose one elemental damage type (Acid, Cold, Fire, Lightning, or Thunder) when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature.
15th-level Arcane Archer Redux feature Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
18th-level Arcane Archer Redux feature The effect of each Arcane Shot is improved as described in Arcane Shot Options or Additional Arcane Shot Options.
Hail of Projectiles You imbue your projectile with transmutation magic, causing copies of your projectile to be created from it as it flies, allowing you to hit any creature within 5ft of your original target. A single attack and damage roll is applied to all creatures hit in the area. At 18th level in this class you can hit any creature within 10ft of your original target.
Elemental Projectile As a Bonus Action, you can use one of your Arcane Shots to enhance your ranged weapon with elemental power. Choose the elemental type from the following list each time you activate this feature, Acid, Cold, Fire, Lightning, or Thunder. For the next minute each projectile you loose deals an additional 1d6 damage of the selected type. This effect lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). At 18th level in this class your Elemental Projectile now explode on hit. One a successful hit, all creatures within 5th of your target also take the additional elemental damage. Additionally, when you score a critical hit, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Frangible Projectile You imbue your projectile with transmutation magic, creating a projectile made of glass, that fragments on impact. On a hit the creature takes an additional 1d4 Slashing damage at the start of their turn for a number of turns equal to your PB. The Slashing damage increases to 2d4 when you reach 18th level in this class.