Base Class: Rogue
The inspiration of this subclass is the archetypal archer. Laying waste to the dragon with a single well-placed arrow. The original archer class for dungeons and dragons is like a spellcaster without utilities and AOE that deals staggering amounts of damage to a single target, not letting a single arrow go to waste. Basically a 1 arrow 1 hit philosophy and making that one arrow truly significant. I have used class and subclass features from the barbarian, fighter, monk, and rogue classes and modified them to be used for ranged combat focused on delivering incredible damage output but also make them balanced and not overpowered.
Bonus Proficiency
When you choose this subclass at 3rd level, you gain proficiency with Hand Crossbow, Heavy Crossbow, and Longbow.
Level 3: Deadeye Shot Die
3rd-level Expert Marksman feature
You learn to execute precise and tactical shots using special techniques called Deadeye Shot Maneuvers. These maneuvers are fueled by your Deadeye Shot Dice, which represent your focus, accuracy, and split-second decision-making.
Deadeye Shot Dice. You have a number of Deadeye Shot Dice equal to 5. Your Deadeye Shot Die starts as a d6. A Deadeye Shot Die is expended when you use it. You regain all expended Deadeye Shot Dice when you finish a short or long rest.
Using a Deadeye Shot Die. You can expend one Deadeye Shot Die to fuel a Deadeye Shot Maneuver you know. You can only use one Deadeye Shot Die per attack unless a maneuver’s description says otherwise.
Die Size by Rogue Level:
- 3rd level: d6
- 9th level: d8
- 13th level: d10
- 17th level: d12
Gaining More Dice. At 7th level, you gain one additional Deadeye Shot Die (6 total). At 15th level, you gain one more (7 total).
Marksman Maneuvers
When choosing this Subclass at level 3; you may choose two of the following maneuvers to train in and then one more at level 7 for a max of 3
1. Pinning Shot
Trigger: When you hit a creature with a ranged weapon attack
Effect: You can expend a Deadeye Shot die to force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target’s speed is reduced to 0 until the start of your next turn, as your shot pins them in place.
2.Ricochet Strike
Trigger: When you make a ranged weapon attack and hit
Effect: You can expend a Deadeye Shot die to ricochet the projectile toward a second creature within 15 feet of the first; the damage to HALF OF ONE ROLL OF SNEAK ATTACK DIE PLUS THE DEAD EYE SHOT DIE. Make a second attack roll using the same weapon against that creature. On a hit, the second target takes damage equal to one roll of your Sneak Attack dice plus the roll of the deadeye die , NO MODIFIER
3.Bleeding Shot
Trigger: When you hit with a ranged weapon attack
Effect: You can expend a Deadeye Shot die to cause lingering damage. The target must succeed on a Constitution saving throw or take 1d6 damage at the start of each of its turns for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
(Damage increases by 1d6 at 10th and 17th level.)
4. Disrupting Shot
Trigger: When a creature within range casts a spell
Effect: Use your reaction and expend a Deadeye Shot die to make a ranged weapon attack against the caster. If it hits, the target must make a Concentration saving throw with disadvantage DC 10 + the spells level + the roll of the deadeye shot die. On a failure, the spell fails and has no effect
Bleeding Shot
When you hit with a ranged weapon attack , You can expend a Deadeye Shot die to cause lingering damage. The target must succeed on a Constitution saving throw or take 1d6 damage at the start of each of its turns for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
(Damage increases by 1d6 at 10th and 17th level.)
Disrupting Shot
Use your reaction and expend a Deadeye Shot die to make a ranged weapon attack against the caster. If it hits, the target must make a Concentration saving throw with disadvantage DC 10 + the spells level + the roll of the deadeye shot die. On a failure, the spell fails and has no effect
Pinning Shot
Trigger: When you hit a creature with a ranged weapon attack
Effect: You can expend a Deadeye Shot die to force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target’s speed is reduced to 0 until the start of your next turn, as your shot pins them in place.
Ricochet Strike
When you make a ranged weapon attack and hit
Effect: You can expend a Deadeye Shot die to ricochet the projectile toward a second creature within 15 feet of the first; the damage to HALF OF ONE ROLL OF SNEAK ATTACK DIE PLUS THE DEAD EYE SHOT DIE. Make a second attack roll using the same weapon against that creature. On a hit, the second target takes damage equal to one roll of your Sneak Attack dice plus the roll of the deadeye die , NO MODIFIER
Level 3: Sharpshooting
At 3rd level your ranged attacks have the precision to bypass a creature's defenses. As an bonus action, you make a Wisdom (Perception) check against a creature you can see, contested by the target’s Armor Class +5. If you succeed, you gain advantage on your attack to that creature before the end of your next turn. If the attack hits, you add half of the rouges sneak attack dice per level. When you succeed using this feature, you can't use a reaction on the same turn you attacked. You lose advantage on the attack if you move or an effect causes you to move (i.e falling from a tree, Gust spell) from your position.
The creature does not benefit from half cover, three quarters cover; effects that increase AC (i.e Shield) will require a contested d20 + wisdom modifier test for aiming the shot accordingly but on the targets fail- they cannot benefit from effects that increase AC (i.e Shield) with after you succeed your Wisdom (Perception) check until after you make your sharpshooting attack. If the target succeeds however, the damage will be reduced by the creatures proficiency bonus
You can use this feature a number of times equal to your Proficiency Bonus. You regain any expended uses when you finish a long rest.
Eagle's Eye
You have preternatural vision and attention to detail.
- You can see clearly in normal and dim light up to the range of the weapon you are currently HAVE EQUIPPED AND ARE USING IN BATTLE- NOT THE ONES STOWED
- You gain advantage on Wisdom (Perception) checks to spot hidden creatures or traps when stationary and using a ranged weapon.
- Once per short rest, you can spend 1 minute surveying a battlefield, building, or landscape. The DM gives you one piece of tactical or hidden information: entirely up to the dm and what info they give
Level 9: Keen-Eyed Recovery
Your honed focus and battlefield awareness allow you to recover your composure faster between engagements. Whenever you finish a short rest, you regain 1d4 expended uses of your Sharpshooting feature. Your mind replays the angles, timing, and environmental cues from past shots, sharpening your aim for the next encounter.
True Aim
At 13th level, your ranged weapon attacks score a critical hit on a roll of 19 or 20.
Sharpshooting Specialist
At 9th level, when you roll initiative and have no uses of Sharpshooting left, you regain two uses, in addition you regain 1d4 expended uses of your Sharpshooting feature. Your mind replays the angles, timing, and environmental cues from past shots, sharpening your aim for the next encounter
Target Locked
At 17th level, if you succeed on the Wisdom (Perception) check on the target of your Sharpshooting ability, your Blindsense applies to that creature if it is within 120 feet of you.
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