Fighter
Base Class: Fighter

Those who emulate the tactics of the Arch-Sniper employ aim and sharp shots to quickly take out enemies from afar. To an Arch-Sniper, combat is tense and lonely. Only the Arch-Sniper realizes when they've made a mistake, as they're usually far away from the action. It's up to them to determine where they need to improve, and how they're going to. Arch-Snipers make sure the choke points are guarded, and it's their teams job to make sure nobody reaches them.

Snipers Accuracy

When you choose this archetype at 3rd level, you gain a plus two bonus to your ranged weapon attacks.

Targeted Shot

Starting at 3rd level, your accuracy in battle lets you target locations others may not think to. Before you roll to hit on a ranged weapon attack, you can attempt strike specific points to get extra effects. Certain Targeted Shots cannot be used on creatures if they do not have the specific limbs or locations stated in the shot. If a creature has multiple of the chosen limb, then you must state which one you are targeting.

Some of your Targeted Shots require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Targeted Attack save DC = 8 + your proficiency bonus + your Dexterity modifier

Places you can target include;

  • Eyes. Attacking a creatures eye forces them to make a Constitution Saving Throw. If failed, then the creature is given the Blinded condition. As long as the creature has one available eye, then they are not given disadvantage to hit other creatures.
  • Legs. Attacking a creatures leg forces them to make a Constitution Saving Throw. If failed, then the creatures walking speed is halved. If the creature fails it's saving throws on all of it's available legs, and has no other available movement speeds, then it is knocked prone and unable to get up.
  • Arms. Attacking a creatures arm forces them to make a Constitution or Dexterity Saving Throw (their choice.) If failed, then the creature drops whatever item it is holding in that respective hand.
  • Heads. Attacking a creatures head gives you a penalty to your attack roll to hit. You are given a minus five penalty to your attack roll, but deal critical hit damage if it hits. If you land a critical hit with this ability, you add another damage dice to your total.

You can target more specific points of interest instead of the above, with your Game Master determining what the result is. You can use this ability a number of times equal to your Dexterity Modifier, per short rest (minimum of one.)

Steady Aim

Starting at 7th level, you steady your breathing and focus your aim. You gain advantage on Ranged Weapon Attacks, as long as you haven't moved on your turn. This includes being moved unintentionally.

Focused Observation

Starting at 10th level, you are quickly able to notice details of your environment and foes when you pay closer attention. You have a +7 bonus to your Wisdom (Perception) score, however this does not apply to your passive Perception.

Leading Arrow

Starting at 15th level, you learn to lead your shots, and attack when the enemy moved into your sights. Once per turn, if you take the Attack action on your turn you can forgo one of your attacks to target a 5 foot by 5 foot cube, in a location you can target with your weapon. When a creature enters that space, you can use your reaction to make an attack roll against that creature. You roll the attack with advantage.

Breaching Shot

Starting at 18th level, you can shoot through almost anything. Whenever you take the attack action on your turn, you can expend a use of your Targeted Shot feature to shoot through obstacles. While using this ability, you gain a -1 penalty to your attack roll for each foot of barrier in the way, (minimum of -1.) If the attack hits, then your ranged attack leaves a hole through where it fired, the shape of the ammunition used in the attack.

Attacking a creature like this ignores armor, and acts as though the creatures AC equals 10 + their dexterity modifier. If the creature is wearing Half Plate armor or Full Plate Armor, then you take an additional -1 penalty to your attack roll.

If the barrier that is being shot through is magical, then it adds a -3 penalty instead of a -1.

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