Base Class: Fighter
The Marksman, skilled in precision shooting, he has trained to observe his surrounding and enemies, a resilient mind who can focus on his task at hand.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Sharpshooters focus
You have mastered range weapons and gained the ability to focus on a chosen target. You are focused on the chosen target until it is killed, destroyed, you lose your focus or use a bonus action to refocus to a different target. Sharpshooter's focus grants you sharpshooter skills, these skills are powered by a focus die which must be rolled at the start of each round.
Sharpshooter Skills. You learn two Sharpshooter skills of your choice. Sharpshooter skills enhance your attacks against your focused target in some way. You learn additional sharpshooter skills at 10th and 18th level. Each time you learn a new sharpshooter skill you can replace one sharpshooter skill with a different one.
Focus Die. A focus die is used to power your sharpshooter skills, this must be rolled at the start of each turn to determine your focus level. The focus die is a d6.
Saving Throws. Some of your sharpshooter skills require your target to make a saving throw to resist the sharpshooter skills effect. The saving throw DC is calculated as follows:
Sharpshooter skill DC = 8 + your proficiency bonus + your focus die roll
If you are attacked or choose to attack a target other than your focus, you must roll a wisdom saving throw or lose your sharpshooters focus.
You can use this feature 4 times, gaining additional uses at 10th and 18th level. You regain all expended uses after a long rest.
Dazing impact
The force your attack can stun your focused target, the target must make a constitution saving throw. On a failed save, the target is stunned.
Disarming impact
The force of your attack can disarm your focused target, it must make a strength saving throw. On a failed save it drops the object you choose.
Forceful impact
The force from your attack knocks back your focused target, if the target is large or smaller it must make a strength saving throw or be pushed back 5 feet.
Haemorrhaging wounds
On a critical attack the target takes bleed damage equal to your focus die at the start of each round.
Killing intent
Add your focus die roll to your attack damage.
Marksman's reaction
You can use your reaction to attack your focused target during there turn when they move or attack, as log as they are within range of your weapon.
Marksman's scope
When attacking your focused target add your focus die to your attack roll.
Quick reload
You can reload your weapon as a bonus action after a successful attack against your focused target.
The Marksman's Mind
Starting at 7th level your Mind and senses are focused on your surroundings, you gain a +5 to your passive wisdom (perception) and expertise in perception.
Superior Sharpshooter
Starting at 10th level your focus die turns into a d8 and you gain 1 extra use of sharpshooter's focus per long rest
Crack Shot
Starting at 15th level you are an elite marksman, if you roll a 5 or above on your focus die you gain advantage against your focused target for that round.
Dead shot
Starting at 18th level your focus die turns into a 1d10 and you gain 1 extra use of Sharpshooter focus per long rest.
Your superior Marksman skills have made you pin point accurate, your critical threat range increases by 1 to 19-20.
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