Fighter
Base Class: Fighter

Not every fighter seeks glory in the crush of melee combat. Marksmen excel at controlling the fight from afar, striking with precision before an enemy can close the distance. These warriors devote themselves entirely to the mastery of ranged weapons, studying not only accuracy and speed, but also clever techniques to shape the battlefield in their favor.

Marksmen turn the bow, crossbow, or similar ranged weapon into an extension of their own will. Whether loosing an arrow that pins an enemy to a wall, ricocheting a shot to strike a hidden foe, or unleashing a rapid volley to overwhelm defenses, they command the flow of combat with every pull of the string. In the hands of a Marksman, the battlefield itself becomes a hunting ground; and every enemy a mark in their sights.

Deadeye’s Focus

When making a ranged weapon attack with a weapon you are proficient in, your long range becomes equal to double its listed long range, and you ignore disadvantage from attacking at long range.

Your ranged weapon attacks ignore half cover. At 10th level they ignore three quarters cover as well. 

Once per short rest when you make a ranged weapon attack, you can add +2 to the attack roll. This increases to +3 at 10th level and +4 at 18th level

Trick Shot

You learn specialized shots that control the battlefield. You gain three trick shots of your choice from the Trick Shot list and you can use a trick shot once per attack as part of a ranged weapon attack.

You gain one additional trick shot at 7th, 10th, and 15th level.

You can use trick shots a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.

You can change one of your trick shots on a level up by replacing another one. You can only change your trick shots on a level up. 

Swift Step

Your movement and aim flow as one.

When you make a ranged weapon attack against a creature within 30 feet of you, you can immediately move up to half your speed without provoking opportunity attacks. Additionally, you can draw or stow a weapon as part of the same action you use to attack, and use your Bonus Action for the Reload feature on weapons. 

Perfect Mark

Your shots always find the weak spot. 

Once per turn, when you hit a creature with a ranged weapon attack, you can roll one additional weapon damage die and add it to the damage. If the target is at least 60 feet away from you, you can instead roll two additional damage dice.

Flawless Shot

Once per short or long rest, you can declare a Flawless Shot before making a ranged weapon attack. This attack ignores all forms of cover including full cover, has advantage, and is treated as if you rolled the maximum possible on the weapon’s damage dice. On a critical hit with a Perfect Shot, you can roll one of your weapons damage dice and add that to the total. 

Untouchable Marksman

You move, aim, and fire with impossible mastery.

You can make one ranged weapon attack as a reaction when a hostile creature moves into or out of your weapon’s normal range. 

You ignore all cover except total cover with every shot. 

Once per turn, when you miss a ranged weapon attack, you can reroll it.

Trick Shot Options

The Trick Shot feature lets you choose options for it at certain levels. You gain three options upon reaching level three in this class. You gain additional trick shots at 7th, 10th, and 15th level. 

If a trick shot forces a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity modifier.

You can change one of your trick shots on a level up by replacing another one. You can only change your trick shots on a level up. 

Blinding Shot

On a hit, the target must succeed on a Constitution save or be blinded until the start of your next turn. Creatures with no eyes are immune.

Bullseye Shot

When you hit with this shot, you can add your proficiency bonus to the damage roll. If this reduces the target to 0 HP, you can immediately make another attack against a different target within your weapons range. You can only use this trick shot once per turn. 

Disarming Shot

On a hit, the target must succeed on a Dexterity saving throw or drop one item of your choice it is holding.

Groundbreaker Shot

On a hit against a solid surface within 5 feet of a creature, you can knock loose rubble, splinters, or snow. That creature(s) must make a Dexterity save or fall prone.

Hamstring Shot

On a hit, the target’s speed is halved until the end of its next turn.

Harrying Shot

You pepper an enemy’s defenses. On a hit, you or the next ally to attack the target before the start of your next turn adds 1d8 to the damage roll. This can stack if multiple Harrying Shots land from different attacks.

Lockbreaker Shot

You can target simple locks or hinges within range. On a hit, you deal double weapon damage to the mechanism, potentially forcing it open. If targeting a creature’s manacles or bindings, the creature can immediately attempt to break free as a reaction with advantage.

Piercing Shot

Make a single attack roll and compare it to the AC of up to two creatures in a line within your weapon’s range. On a hit, both take damage.

Pin to the Wall

On a hit, if the target is within 5 feet of a wall, tree, or similar solid object, it must succeed on a Strength save or be restrained until it uses an action to free itself.

Pinning Shot

On a hit, the target’s speed becomes 0 until the start of your next turn on a failed Strength saving throw. (Large or larger creatures have advantage on the save.),

Pushing Shot

On a hit, the target must succeed on a Strength save or be pushed up to 10 feet away from you.

Rattling Shot

On a hit, the target has disadvantage on its next attack roll before the start of your next turn.

Ricochet Shot

On a hit, you can bounce the projectile to strike a second creature within 10 feet of the original target. Make a separate attack roll against the second creature.

Rope Cutter

Instead of targeting a creature, you can target a rope, chain, or similar object within your weapon’s range. If you hit AC 15, you sever it instantly. If the object is magical your weapon only severs it if its of the same or a higher rarity. 

Smoke Breaker

When firing into an area obscured by smoke, fog, or magical darkness, you can ignore the disadvantage from being unable to see your target if you are aware of its general location.

Splitting Shot

You fire two arrows at once toward a single target. Make two attack rolls; if both hit, combine the damage into one only adding your modifier once to the attack roll. If you critically hit on one shot, both shots automatically hit and deal crit damage. 

Thread the Needle

When making a ranged attack, you can choose to shoot through a narrow opening (arrow slit, tiny gap, etc.) without disadvantage. If the attack hits, it deals an extra die of damage due to the perfect strike.

Tracking Shot

You fire a specialized arrow with small jingling bells inside of the arrow shaft. The target hit has disadvantage on stealth rolls until the end of its next turn. Additionally, creatures attempting to track it have advantage on their perception rolls to locate the creature.

Warning Shot

You can deliberately miss a creature but make the arrow strike dangerously close. Choose one creature that can see and hear you within range. The target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Whistling Shot

You fire an arrow that makes a loud whistle or unusual noise, drawing attention. Each creature of your choice within 30 feet of the arrow’s path must succeed on a Wisdom save or be distracted (disadvantage on Perception checks and opportunity attacks) until the start of your next turn.

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