Base Class: Rogue
Discarding the notions of the typical thief, you are anything but small. A large frame, and an even larger bow allows you to fire off umbrella sized arrows into the husks of your foes, crumbling stone, wing, scale and flesh all in twixt. The Grand Marksman is a martial rogue who learns a number of techniques to brute force their marks.
Grand Bows
Starting at 3rd level, you learn to modify a bow for your own personal use, taking any kind of bow and changing it's type to a great bow. This process requires you to lengthen the bow to a size you can use (for example, a large creature may have a large bow). Greatbows always require 2 hands to wield, even if a heavy weapon could be handled in one hand, can only use Great Arrows as ammunition, and have the special trait with: "When you hit a creature smaller than this weapon's size, it is knocked prone (so hitting a medium creature with a large bow, for example). If it is the same size or larger, it is instead moved 5ft backwards". The Greatbow only uses half of your dexterity modifier (rounded up) to determine it's ability to hit and damage, but also uses half of your strength modifier (rounded up). In order to wield a greatbow effectively, you need this feature.
Grand Arrows
When you choose this archetype at 3rd level, you gain understanding in the crafting and modifying of bows and arrows, specifically, Great Arrows. Great Arrows are a munition fired by exclusively Greatbows. Due to their unwieldly size, a creature may only fire a single great arrow during a round of combat, regardless of the amount of arrows they can normally fire. However, your craft of arrows is not one size fits all; there is a variety of arrows that can be made, as well as regular great arrows with no special effects. Up to 20 arrows can be made per day, of one of the following types:
Heavy Arrow: This arrow has half the effective range your bow fires with, but has far greater weight. When knocking a creature prone with this arrow, they are also pinned by it, restraining them. Any creature within 5ft of the arrow may use an action to remove the restraining effect, or, the creature pinned may expend 5 hit die, losing that many hit points to force their way out during their turn as a bonus action.
Bleed Arrow: This arrow deals less damage (1d4) on every strike, being fletched to tear through skin and flesh. After hitting a creature with 3 of these arrows within a minute of one another, it expends half it's unspent hit die, losing that many hit points. This trait only works on creatures that can bleed blood or a similar liquid material, like water.
Rail Arrow: This arrow knocks a target back, removing your bow's usual ability to knock a creature prone. Instead, on a hit the arrow continues to travel with any creature hit, potentially hitting multiple creatures. The creatures all end up near the end point of the arrow, until it strikes an object. If it instead would go it's maximum range without striking an object, this trait does not trigger at all and no creatures are forced to move. However, creature who wish to resist this forced movement may also make a strength saving throw, moving 20 less feet for every 1 point they roll (so a roll of a 20 would move them 400 less feet).
Rangefinder
Starting at 9th level, you have a bird's eye and similar precision. You are permanently under the effects of the spell Elevated Sight, and you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Grand Martial
At 13th level, you learn a number of bow related martial techniques. Your martial die is 1d8, and you get an amount equal to your proficiency bonus, and they recharge on a long rest.
Double Draw: When you make an attack with a great arrow, you may forgo any amount of extra attacks you could make this turn, as well as a martial die. Each one forgone makes your single attack do 2 additional sneak attack die of damage. Then, roll your martial die and multiply it by 5. You are knocked backwards that amount of feet in forced movement.
Patient Counter: When you ready an attack with a great bow, you can use this martial technique, rolling your martial die. The number rolled is how many turns (not rounds) this martial technique lasts. If you take that readied attack and hit a creature who has made an attack this round, their speed is halved during this turn.
Falling Finisher: When you knock a creature back with a great arrow and they begin to fall, you may use this martial technique, rolling your martial die. Multiply the amount of falling damage die they would take by the amount rolled. (so a 1d8 roll of 2 would double 10d6 falling damage to 20d6).
Bore Archery
Starting at 17th level, you learn to put a drill like spin on the arrows you fire, allowing them to easily cross through material otherwise obstructing you. Your arrows deal ten times the damage to objects. When you attack a creature behind full cover, if your arrow reduces the hit points of the cover to 0 the arrow still hits the creature for full damage, boring through the objects in it's path. If you are carrying a weapon capable of breaking creations of force, you may use that trait on your arrows as well.
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