Fighter
Base Class: Fighter

Deadeye, with an almost supernatural insight into the ballet of ranged combat, hone their skills through ceaseless study and practice, transforming the simple act of shooting bow or throwing a knife into a lethal symphony. 


Deadeye are as varied as the stars in the night sky. Some, like avenging specters, flit across the battlefield, flinging knives expertly into their targets, sowing chaos with every twirl and leap. Others, embodying the essence of the sniper, become shadows among shadows, their presence only heralded by their victim silently falling to ground, life extinguished by an unseen hand from afar. Then there are those who delve deeper into the abyss of weaponry warfare, enhancing their firearms with ever greater alchemical concoctions, modifying and tinkering until each shot is not merely a bullet, but a bolt of apocalyptic force.


No two Deadeyes are cast from the same mold. Each is a unique blend of skill, knowledge, and raw, unbridled power, their legends written in the smoke of battlefields where they leave not just bodies, but tales of awe and terror in their wake.

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponent's using your ranged attacks.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot

You can throw a weapon or shoot an arrow dangerously close to a target to shake their resolve. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make a ranged attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a ranged attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you make a ranged attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a ranged attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you make a ranged attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.

Violent Shot

When you make a ranged attack against a creature, you can expend one or more grit points to enhance the strength of the attack. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot

When you make a ranged attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. Also, you can draw a ranged weapon as part of the attack you make with that weapon.

Close Quarters Shooter

At 10th level, being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with ranged weapons.

Lightning Reload

Starting at 15th level, you ignore the loading property.

Vicious Intent

At 18th level, your ranged attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a ranged weapon, the target additionally suffers half of the damage from the attack at the end of its next turn.

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