Base Class: Fighter
The embodiment of grit, luck, and a well-placed shot, fighters who choose this martial archetype strive to emulate paradigms of accuracy. Deadeyes generally prefer fighting from comfortable ranges, employing the use of crossbows, firearms, and even throwing knives if a situation calls for them.
Note: This subclass was not made by me. This is my D&D Beyond interpretation of Rev's work. If you like this subclass then please check out his Patreon at patreon.com/Rev303. The art for this sub class was made by Midjourney AI.
Other note: You're going to have to manually roll your abilities.
Perfect Sixth
Once per attack action beginning at 3rd level, when you make a ranged weapon attack roll against a creature, you can add a d6 to the result. You can add the d6 before or after seeing the results of the attack roll, but before the effects are applied. If the result of the d6 is a 6, you severely injure your target. Roll on the severe injury table to see the effect of the injury.
Severe Injury Table
| 2d6 | Severe Injury |
|---|---|
| 2 | Shock. The target is stunned until the end of its next turn. |
| 3 | Fracture. The target can only take either an action, bonus action, or move on its next turn. |
| 4 | Punctured Lung. The target gains one level of exhaustion for the next minute. |
| 5 | Crushed Throat. The target cannot speak, use verbal components, or use any features that involve its voice until the end of its next turn. |
| 6 | Crushed Grip. The target drops anything it is currently holding, including grappled creatures. |
| 7 | Whiplash. The attack deals one additional die of weapon damage. |
| 8 | Broken Leg. The target’s movement speed is halved until the end of its next turn. |
| 9 | Embedded Ammunition. Until the end of its next turn, for every 5 feet the target moves, it takes 1d6 slashing damage. |
| 10 | Tear. The target has disadvantage on melee attacks until the end of its next turn. |
| 11 | Blind. The target is blinded until the end of its next turn. |
| 12 | Dead Shot. The triggering hit becomes a critical hit. |
Before you make a ranged weapon attack, you can take a -5 penalty to the attack roll. If you hit, you apply a severe injury immediately. You can only apply one severe injury with each attack action.
A creature cannot be affected by the same severe injury more than once at a time, and a creature can expend one use of legendary resistance to ignore a severe injury’s effect.
Line ‘em Up
At 7th level, you become a master at hitting successive targets. When you take the attack action on your turn, each time you target a different creature than any other you’ve targeted this turn, you gain a cumulative +1 bonus to the attack roll.
Gambit
At 10th level, when you roll initiative, you can gambit a d4, d6, d8, or d10. Roll the chosen die and subtract it from your initiative. Until the end of your next turn, every creature below you in initiative takes extra damage when hit with your ranged attack rolls equal to the chosen die.
Duelist’s Aimc
At 15th level, when you use the attack action to make a ranged weapon attack and you hit at least three consecutive attacks, your third attack inflicts a severe injury.
High Noon
At 18th level, you are adept at ending multiple targets at once. As an action, choose any number of targets that you can see within a cone the size of your weapon’s short range, up to 60 feet. You may make one ranged weapon attack against each target you chose inflicting the Dead Shot severe injury with each of them. You may use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Previous Versions
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6/8/2023 8:55:37 PM
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Coming Soon
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