Fighter
Base Class: Fighter

Sanguine Archers are warriors who have used the inherit power within their blood to tap into something beyond the realm of the known. They use their unnatural abilities to great effect, wounding and crippling their enemies from afar, and your arrows always seem to know just how to injure someone with blood flowing within their veins. In your past, you made a choice to step away from the normal avenues to power. You could be a once-defeated soldier, left to die on the plains of battle, only to call upon the forbidden powers dormant within you for one last chance to accomplish your task, a brigand who had a brush with the eldritch, or simply an individual who awaked to the call of the sanguine. Regardless of your background, you are a skillful archer or crossbowman who uses the power dormant within them. Blood will flow. It is up to you to determine whether or not you will use your abilities for good or ill.

Saving Throws

Constitution is your class ability for your Sanguine effects, as your blood draws upon your attunement to the power beyond.


Ability save DC = 8 + your proficiency bonus + your Constitution modifier

Festering Wounds

Bleeding condition: A creature takes an extra 1d8 necrotic damage at the start of each of their turns. They must make a Constitution saving throw or take half damage and the effect ends. *Does not stack. Does not work on undead or constructs.

Cursed Shot

At 3rd level, when you score a critical hit with a ranged weapon attack, your weapon deals an extra 1d8 necrotic damage.

Exsanguinate

When you choose this archetype at 3rd level, once per turn, as a part of a ranged weapon attack, you can inflict the Bleeding condition. If you hit a creature that is already bleeding, they gain disadvantage on all skill checks until the start of your next turn. You can use this ability a number of times per day equal to your proficiency modifier.

Crippling Strike

At 7th level, as a part of a ranged weapon attack, you can imbue your projectile with necrotic energy. On a hit, a Huge or smaller creature must make a Constitution saving throw or their speed is reduced by half until the end of your next turn. This ability refreshes on a long rest.

Shifting Stride

Starting at 10th level, as a reaction, the first time you are hit by a melee weapon attack, you can move up to half your movement speed without incurring an attack of opportunity and immediately make a ranged weapon attack against a creature.

Improved Wounding

When you become 15th level, the Bleeding condition deals an extra damage die.

Marksman's Resolve

Beginning at 18th level, your ranged attacks in melee don’t have disadvantage.