Base Class: Fighter
Marksmen are fighters who have chosen to focus on ranged combat above all else. Their mastery of bows and crossbows and keen vision allows them to make targeted shots that others would find all but impossible. The greatest master marksmen can fell targets with a single, perfectly aimed shot to the heart, making them among the most feared archers in the world.
Bow Master
At 3rd level, you become an expert with your favored weapons. You gain one of the following abilities of your choice:
Overdraw Each time you take the Attack action, the first attack you make with a shortbow or longbow as part of that action that hits gains a bonus to the damage roll equal to your Strength modifier if it is positive.
Rapid Reload You ignore the loading property on all crossbows.
Targeted Shot
Also at 3rd level, you can target the vitals of your enemies with pinpoint accuracy. Once on each of your turns when make an attack with a bow or crossbow, you can attempt to target one of the parts of a creature's body listed below.
Hitting a specific part of the body is more difficult than an ordinary attack; the target gets a bonus to their armor class depending on your target. This bonus is listed along with the target. If a shot forces a creature to make a saving throw, the DC is 8 + your Dexterity modifier + your proficiency bonus.
Target: Arm - +2 to target's AC - You aim for the target's arm or other appendage used for attacking. On a hit, the target takes an additional 2d6 piercing damage and has disadvantage on attack rolls for one minute. An affected creature can make a Strength saving throw at the end of each of its turns, ending the effect on a success.
Target: Grappler - +2 to target's AC - You aim for the arms or limbs of a target that is grappling a creature other than you. On a hit, the target takes an additional 2d6 piercing damage and they immediately release the creature they are grappling.
Target: Leg - +2 to target's AC - You aim for the target's legs. On a hit, the target takes an additional 2d6 piercing damage and its movement speed is reduced to 0 for one minute. An affected creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on a success.
Target: Point Blank - +0 to target's AC - You aim for a creature within 5 feet of you without suffering disadvantage on the attack roll. On a hit, the target takes an additional 2d6 piercing damage and it is pushed 5 feet directly away from you if it is Large or smaller.
You can make two Targeted Shots, and regain all uses when you finish a short or long rest.
Eagle Eye
At 7th level, your skill as a sharpshooter is in part thanks to your keen and far-reaching vision. You gain proficiency in Perception and don't have disadvantage on attack rolls at a bow or crossbow's long range. If you are already proficient in Perception, you can add double your proficiency bonus to ability checks made in it.
Fine Fletching
Also at 7th level, you are able to make sure you always have enough ammunition. You gain proficiency with woodcarver's tools. Over the course of an hour, which can be part of a short or long rest, you can fashion up to 20 arrows or bolts if you have access to woodcarver's tools and materials such as wood, feathers, and metal or bone for arrowheads.
Precise Shot
By 10th level, you can make even more precise shots. You can now make three targeted shots between rests, instead of two, and you gain the following targeted shot options:
Target: Crowd - +0 to target's AC - You aim for the target and any surrounding enemies. Make separate attack rolls and expend ammunition for the target and each creature of your choice within 5 feet of them, dealing your normal weapon damage to each on a hit.
Target: Eyes - +4 to target's AC - You aim for the target's eyes. On a hit, the target takes an additional 2d6 piercing damage and is blinded for one minute. An affected creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success
Target: Weapon - +3 to target's AC - You aim for the target's weapon or another item it is holding. On a hit, the target takes an additional 2d6 piercing damage and the item is shot from the target's hand if the item is Small or smaller. The item flies 10 feet away from them in the direction opposite from you
Elite Archer
By 15th level, you are always ready to pull off the most difficult shots. If you roll initiative and have no uses of your Targeted Shot ability remaining, you regain one use.
Perfect Shots
By 18th level, you are capable of making shots with perfect precision. When you hit a creature with any of the targeted shot options you gained at 3rd or 10th level, it takes an additional 2d6 piercing damage. You also gain the following targeted shot options:
Target: Nerve - +5 to target's AC - You aim for one of the target's pressure points. On a hit, the target takes an additional 4d6 piercing damage and is stunned for one minute. An affected creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success.
Target: Heart - +5 to target's AC - You aim for the target's heart or other vital area. On a hit, the target takes an additional 4d6 piercing damage and must make a Constitution saving throw. On a failure, it dies instantly if it has 40 or fewer hit points or takes an additional 4d6 piercing damage if it has more than 40 hit points. On a successful saving throw, it takes an additional 2d6 piercing damage, regardless of its current hit points.
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