Base Class: Fighter
An Eldritch Marksman studies a unique method of marksmanship that weaves eldritch magic into attacks to produce supernatural effects. Eldritch Marksmen are some of the most elite ranged warriors. They stand watch over the fringes of their domains, keeping a keen eye out for trespassers and using magic-infused ammunition to defeat monsters and invaders before they can reach their settlements.
Eldritch Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Eldritch Shot options of your choice (see “Eldritch Shot Options” below).
Once per turn when you use a weapon with the loading property as part of the Attack action, you can apply one of your Eldritch Shot options to that attack. You decide to use the option when the you hit a creature, unless the option doesn’t involve an attack roll. You can use this ability a number of times equal to your Charisma modifier (Minimum of 1), and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Eldritch 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.
Infuse Ammuntion
At 7th level, you gain the ability to infuse ammunition with magic. When you finish a short rest, you can select an amount of ammunition equal to your Charisma modifier + your Proficiency Bonus. You can make them magical for the purpose of overcoming resistance and immunity, but the magic fades from the piece of ammunition after the next dawn.
Teleporting Shot
At 10th level, you learn how to direct an errant piece of ammunition toward a new target. When you make an attack roll with a piece of magic ammunition and miss, you can use a bonus action to reroll the attack roll against a different target within 60 ft. of the original target.
Empowered Shot
Starting at 15th level, you can empower an Eldritch Shot. Once per long rest, when you deal damage with an Eldritch Shot, you can deal an extra 4d6 damage.
Greater Ammo Infusion
You have learned to bind magic to your ammunition more solidly. When you use your Infuse Ammunition feature, the ammunition grants an extra +1 to attack and damage rolls, and the magic no longer fades upon the next dawn.
Eldritch Shot Options
The Eldritch Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with a different kind of patron.
If an option requires a saving throw, your Eldritch Shot save DC equals 8 + your proficiency bonus + your Charisma modifier.
Angelic Shot
You infuse a piece of ammunition with the blissful magic of the Upper Planes. If the creature hit by the shot is not a fiend or undead, they do not take damage. Instead, they are healed for 1d6 + your Charisma modifier Hit Points. If the target is a fiend or undead, they instead take 2d6 radiant damage.
Briny Shot
You infuse a piece of ammunition with the unknowable magic of the deep sea. The creature hit by the shot takes an extra 2d6 bludgeoning damage. The creature must also make a Strength saving throw or be Restrained until it uses it's action to make a successful Strength saving throw to escape the grapple.
Cursed Shot
You infuse a piece of ammunition with the cursed nature of a sentient item. The creature hit by the shot takes 2d6 extra damage. The creature must also make a Charisma saving throw or take a point of Exhaustion.
Elemental Shot
You imbue a piece of ammunition with the fierce magic of the Elemental Chaos. The creature hit by the shot and all creatures within 10 feet of it must make a Dexterity saving throw or take 2d6 acid, cold, fire, lightning, poison, or thunder damage.
Fiendish Shot
You infuse the piece of ammunition with the power of the Lower Planes. The creature hit by the shot takes 2d6 fire damage. The creature must then make a Dexterity saving throw or be ignited. An ignited creature takes 1d6 fire damage at the start of each of it's turns, until it uses it's action to put itself out.
Gibbering Shot
You infuse a piece of ammunition with the maddening magic of the Far Realm. The creature hit by the shot takes 2d6 psychic damage. The creature must also make an Intelligence saving throw or be under your control until the end of it's next turn.
Rotten Shot
You infuse a piece of ammunition with the necrotic energy of the Shadowfell. The creature hit by this shot takes 2d6 necrotic damage, then makes a Constitution saving throw. On a failed save, roll a d4. On a 1, the creature is Poisoned. On a 2, the creature is Deafened. On a 3, the creature is Blinded. On a 4, the creature is Petrified. The creature recovers from this condition on the next dawn.
Wild Shot
You infuse a piece of ammunition with the unpredictable magic of the Feywild. The creature hit by the shot takes 2d6 force damage. It must also make a Charisma saving throw or be teleported to an unoccupied space of your choice within 15 feet of it.
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