Base Class: Fighter
You lack the talents of magic that fuel many other warriors, but have found yourself most at home as far from your target as possible. Lacking the natural gifts of magic, you are no ranger, nor an arcane archer, but many would accuse you of being magical by your accuracy, alone. Your study and practice with ranged weaponry has made you an incredible asset to any who have you join their cause, able to provide overwatch and deal devastating damage at impossible distance. Snipers are the most elite of nonmagical marksmen, as at home in their military issue armor as they are with nothing but a bow in their hands. Equally versed in all manner of ranged weaponry, both improvised and conventional, you can make almost anything into a lethal ranged attack.
| Fighter Level | Feature |
|---|---|
| 3rd | Missile Mastery (+1; 2 Choices), Rapid Reload |
| 7th | Overwatch, Missile Mastery (+1; 3 Choices) |
| 10th | Eagle Eye, Missile Mastery (+2; 4 Choices) |
| 15th | Improved Overwatch, Missile Mastery (+2; 5 Choices) |
| 18th | One Shot One Kill, Missile Mastery (+3; 6 Choices) |
Rapid Reload
Upon choosing this archetype at 3rd level, you gain the ability to ignore the loading item property on any ranged weapon you are proficient with.
Missile Mastery
When you choose this archetype at 3rd level, you become increasingly adept at making ranged attacks, granting you a +1 bonus to your ranged attack rolls. This bonus increases to +2 at 10th level, and to +3 at 18th level. Additionally, you learn to utilize unique ranged tactics to disable, disrupt, or further damage your foes with ranged weapons.
Ranged Tactics. You learn two ranged tactics of your choice, which are detailed under “Ranged Tactics” below. Most of these tactics enhance an attack in some way. You can use only one ranged tactic per attack, and may only use ranged tactics a number of times per short rest equal to your proficiency bonus + your wisdom modifier.
You learn an additional ranged tactic of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new ranged tactic, you can also replace one ranged tactic that you know with a different one.
You must declare a ranged tactic is being used before rolling for the ranged attack it is applied to.
Saving Throws. Some of your ranged tactics require your targets to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Ranged Tactic save DC = 8 + your proficiency bonus + your Dexterity modifier
Ranged Tactics
These ranged tactics are presented in alphabetical order.
Crack Shot
You aim for the openings of an opponent's defenses, making a devastatingly accurate shot. Expend one use of your Ranged Tactics to gain advantage on your ranged attack roll against a target and ignore up to 3/4 cover with the attack. If the attack would normally be made at disadvantage, it removes that disadvantage, instead.
Dazing Shot
When you make a ranged attack against a creature, you can expend one use of your ranged tactics to attempt to daze your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw against your ranged tactics DC or be Stunned until the end of their next turn.
Disarming Shot
When you make a ranged attack against a creature, you can expend one use of your Missile Mastery to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Headshot
Whenever you make a ranged weapon attack, you may expend 1 use of your ranged tactics to grant it improved damage potential. This attack lands a critical hit on a roll of 19 or 20 on the d20 attack roll. If it hits, roll its damage, including critical damage, twice and take the better result.
Pinning Shot
When you make a ranged attack with a projectile no smaller than a crossbow bolt that inflicts piercing or slashing damage against a creature, you can expend one use of your ranged tactics to attempt to pin them to the ground, an adjacent structure, or an adjacent object of your choice. On a hit, the creature suffers normal damage and must succeed on a Dexterity saving throw against your Ranged Tactics Save DC or be restrained by the pinning shot. They must make a Strength (Athletics) check to remove the projectile against your save DC to remove the projectile or break it to remove this condition. This restraint does not prevent them from using their other limbs, only from moving or using the affected limb.
Tripping Shot
When you make a ranged attack against a creature, you can expend one use of your ranged tactics to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Volley Leader
When you make a ranged attack against a creature, you can expend one use of your ranged tactics. If you do and the attack hits, every other creature that you can see gains advantage on their ranged attack rolls made against that target until the beginning of your next turn.
Warning Shot
A warning is a powerful tool, and gives you time to line up your shots if done correctly. When you make a ranged attack against a target, you may expend one use of your ranged tactics. If you do, make a Charisma (Intimidation) check opposed by the target's Wisdom (Insight) as part of the ranged attack. If the target fails their Insight Check against your intimidation, you and each ally that can see the target gains advantage on the next attack they make against that target until that target leaves your line of sight.
If the attack made with this ranged tactic would hit, you make your Intimidation check at advantage and you may choose whether it hits for full damage, grazes (deals half damage), or deals no damage by hitting the ground, an object, or a structure near them.
Overwatch
When you reach 7th level, you gain the ability to use your reaction to make ranged attacks against creatures that move within your weapon's short range. Additionally, you may expend your action on your turn to enter a reactive state, reducing your remaining movement to 0 and granting you the ability to make a number of attacks against creatures moving or acting within your weapon's range equal to the number of attacks per action you can make with your equipped ranged weapon.
Eagle Eye
Upon reaching 10th level, you've become an expert spotter and can notice things others might overlook even at great distance. You have advantage on all Wisdom (Perception) checks and gain a bonus to your passive Perception equal to your Dexterity Modifier.
Improved Overwatch
Starting at 15th level, when making a Reactive Shot granted by the Overwatch feature, you may make the attack at your weapon's full range. Further, you make all ranged attacks from the Overwatch action at advantage.
One Shot One Kill
By 18th level, you have become an unrivaled marksman, able to down the mightiest of foes with a single shot. Whenever you make a ranged attack against a creature, you may use this feature as an action to aim for a killing shot against a single target within your weapon's range that you can see. If you do this, you make a single ranged attack against a target you can see within range. If the attack hits, it has the following effects:
- The creature must make a CON saving throw against your Ranged Tactics Save DC. If it fails and has less than 100 hit points, it instantly dies. If it fails and has more than 100 hit points, it suffers double damage from the attack and is knocked unconscious for 1 minute. If it succeeds this save, it does not suffer double damage, does not fall unconscious, and does not instantly die.
- This attack ignores resistance to bludgeoning, piercing, and slashing damage, and reduces immunity to these damage types to resistance against them.
- You roll the damage for your attack twice and take the better result.
- You add your Wisdom Modifier to the damage of your attack, this damage is also doubled if the target fails its Constitution Saving Throw.
- The creature suffers disadvantage on all Strength and Dexterity ability checks and saving throws, as well as on all attack rolls, until the start of your next turn.
You may use this feature a number of times equal to your Wisdom Modifier, and regain all uses upon completing a short rest.
Previous Versions
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2/17/2024 2:01:39 AM
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