Fighter
Base Class: Fighter

The Deadeye is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range. Sometimes these ranged fighters are elite Elven archer units that use the trees surrounding their villages to take out advancing orcs before they even enter the forest. Other times they are specialized assassins that strike from beyond where normal archers can reach. Still more are highly specialized dragon hunters, that lay down a barrage of arrows upon their prey when the dragon thinks its safely out of harm's way. 

Regardless of how a Deadeye received their training, and what they use their skills for, one thing is universally true and that is their bows are always ready to put one, or a few, arrows into anyone that they lay their eyes on.

Steady Aim

Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a bow, firearm, or crossbow, you’re wielding. Until the end of this turn, your ranged attacks with that weapon gains two benefits against the target:

  • The attacks ignore half and three-quarters cover.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

Strike from Above

At 7th level you gain a climb speed of 30 feet.

Also, if you are at least 20 feet above your target when you hit them with a ranged attack roll from a bow, firearm, or crossbow, you can add your proficiency modifier to the damage if you are using Steady Aim.

Close-Quarters Shooting

At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. 

In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions against you until the end of this turn.

Horizon Shot

Beginning at 15th level while using Steady Aim your maximum range is increased while using a bow, firearm, or crossbow. Increase the maximum range of your bow by 1.5x. (For example: a short bow has its maximum range increased to 480 feet, and a longbow increases its maximum range to 900 feet.)

Pinpoint Shot

At 18th level your skill with the ranged weapons has reached a pinnacle and you can take a single carefully aimed shot on your turn with a bow, firearm, or crossbow, using Steady Aim. As an action you make one attack with a bow, firearm or crossbow that has the following benefits:

  • The attack is made at advantage.
  • The attack is able to crit on a 18-20.
  • On a hit, the target takes additional damage equal to your 2d8+your fighter level.
  • The creature hit must make a Dexterity saving throw equal to (8+Prof Modifier+Dex Modifier) or suffer a debilitating injury that causes it to bleed for 15 damage at the beginning of its turn until it receives magical healing.
  • An additional negative effect as decided by your DM (Examples including: Blinding the creature, removing the ability to use one one of its limbs, halving movement from pain, giving advantage to the next attack against the creature).

 Pinpoint Shot can be used three times per long rest, but no more than once per round.

Steady Aim

Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a bow, firearm, or crossbow, you’re wielding. Until the end of this turn, your ranged attacks with that weapon gains two benefits against the target:

  • The attacks ignore half and three-quarters cover.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

Death From Above

At 7th level you gain a climb speed of 30 feet.

Also, if you are at least 20 feet above your target when you hit them with a ranged attack roll from a bow, firearm, or crossbow, you can add your proficiency modifier to the damage if you are using Steady Aim.

Close Quarters Combat

At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. 

In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions against you until the end of this turn.

Horizon Shot

Beginning at 15th level while using Steady Aim your maximum range is increased while using a bow, firearm, or crossbow. Increase the maximum range of your bow by 1.5x. (For example: a short bow has its maximum range increased to 480 feet, and a longbow increases its maximum range to 900 feet.)

Pinpoint Shot

At 18th level your skill with the ranged weapons has reached a pinnacle and you can take a single carefully aimed shot on your turn with a bow, firearm, or crossbow, using Steady Aim. As an action you make one attack with a bow, firearm or crossbow that has the following benefits:

  • The attack is made at advantage.
  • The attack is able to crit on a 18-20.
  • On a hit, the target takes additional damage equal to your 2d8+your fighter level.
  • The creature hit must make a Dexterity saving throw equal to (8+Prof Modifier+Dex Modifier) or suffer a debilitating injury that causes it to bleed for 15 damage at the beginning of its turn until it receives magical healing.
  • An additional negative effect as decided by your DM (Examples including: Blinding the creature, removing the ability to use one one of its limbs, halving movement from pain, giving advantage to the next attack against the creature).

 Pinpoint Shot can be used three times per long rest, but no more than once per round.

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