Fighter
Base Class: Fighter

When you think of a Fighter, you might envision a warrior specializing in close combat, charging into battle with melee weapons and engaging enemies face-to-face. However, that perception doesn't apply to the Deadeyes. These unique fighters have redefined what it means to be a combat specialist. As skilled gunslingers and expert ammo flingers, the Deadeyes position themselves on the back line, using their precision and marksmanship to pick off enemies from a distance. Their training emphasizes accuracy and strategy, allowing them to assess the battlefield and target threats without being in harm’s way. By leveraging their exceptional shooting skills, the Deadeyes provide crucial support to their team, proving that sometimes, it’s better to strike from afar than to engage in head-on confrontation. In a world where close-quarters combat is often glorified, the Deadeyes stand out as a testament to the effectiveness of ranged tactics.

Take Aim

By using a bonus action, you can enter a special type of condition called Kneeling. In this position, you kneel to aim more steadily at your target. While in this special condition, you gain an Advantage on all Ranged Weapon Attacks.

You do not need to spend movement to get back up from this special condition, and you stay in this position until you stand again.

 

Level 3: Ammunition Ignition

Your ranged expertise has made you a formidable ammo slinger.   You learn Crack Shot Techniques, which are fueled by Ammunition Die.

Crack Shot Techniques.  You learn two techniques from the options listed.  You can use them once per turn.  At the 10th level, your techniques advance as noted in their description.  

When you gain a level in Deadeye Fighter, you can swap out one technique for another.

Ammunition Dice. You have six Ammunition Dice, which are d4s. An Ammunition Die is expended when you use it. You regain all expended Ammunition Dice when you finish a Short or Long Rest.

Your Ammunition Die increases in value when you reach Fighter levels 7 (d6), 10 (d8), 15 (d10), and 18 (d12)

Level 3: Crack Shot Techniques

You can choose two of the following Crack Shot Techniques.  When you gain a level in Deadeye Fighter, you can swap out one technique for another.

Amplified Shot

Once per turn and before your first attack, you can expend an Ammunition Die and roll it.  Add the result to your Attack Roll and Damage Roll.

At the 10th Level, double the result rolled.

Blinding Shot

Once per turn, when you hit a creature, you can expend an Ammunition Die and force the creature to make a CON saving throw as you hit them in the eye. Failure: The creature is blinded until the end of its next turn.
A creature that does not rely on sight is immune to this effect.

At the 10th level, the creature has a disadvantage on the roll.

Lacerating Shot

Once per turn, when you hit a creature with a Ranged Attack, you can expend an Ammunition Die and roll it.   At the end of your turn and the start of its turn, it takes Bleeding [neutral] Damage equal to the result.

At the 10th level, the Bleeding persists until they succeed on a CON saving throw.  They can make the saving throw at the end of their turn.

Ricochet Shot

Once per turn, when you hit or miss a target, you can expend an Ammunition Die and roll it.  Choose another target within 30 feet of the original target and using the same attack roll, add the result of the Ammunition Die to the attack roll and damage roll.

At the 10th level, you can target a 3rd using the same attack roll as the 2nd target. 

Tactical Fortify

As a Bonus Action, you can expend an Ammunition Die and roll it. Add the result to your AC as a bonus until the start of your next turn.

At the 10th level, you add the roll's result to your next source of damage.

In My Sight

While you're kneeling with Take Aim, you gain an advantage in sight checks involving Perception, Survival, or Investigation against creatures.  

Last in the Chamber

When you roll for Initiative and have no Ammunition Dice available, you gain 1 use of it.

Furthermore, when you bring a creature to 0 HP for the first time, you can roll an Ammunition Die [without expending it]. On a Result of 6, you regain an Ammunition Die. You can use this feature several times, which is equal to your proficiency.  You regain your uses after a long rest.

Enhanced Aim

While you are Kneeling with Take Aim, you critical hit on a 19 or 20. Also, Long Range does not impose a disadvantage.

Empty the Chamber

When you take the Attack Action on your turn, you can expend any number of available Ammunition Die to make an attack, up to a maximum of 6 attacks in one turn [this total includes your Extra Attacks].    

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