Phantom Image. At the start of combat choose a location 15 ft to the left, right, or original location to be where their true location is, the other two are mirages that follow movement and actions. goes away once their true location is hit.
Dawn Arrow. Fuse the light of the rising sun into your next shot, Next ranged attack deals +8 damage.
Sparksling. Shoot 3 flaming arrows in rapid succession, Ranged attack roll for each shot: Ranged Weapon Attack: +5 to hit, range 0/30 ft., 1-3 target(s). Hit: 8 (1d8 + 3) fire damage.
Sharpshot. 19-20 critical hit range, Ranged Weapon Attack: +5 to hit, range 30/45 ft., single target. Hit: 16 (2d12 + 3) piercing damage.
Hunters Mark. You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. The times this spell can be used is equal to proficiency bonus (2).
Cover Fire. When an ally is attacked use your reaction to take the Sharpshot or Sparksling actions on the attacker.
Description
Basic Ranged unit in the Umbral Knight Order
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