Fighter
Base Class: Fighter

The Bersaglier is a master marksman, making fewer attacks than most fighters, but with deadly precision. Bersaglier are deadeyes known for being risk-taking snipers, though these risks seem to pay off more often than not. 
Note: Originally written named 'Deadeye'. Renamed due to having the same name as a third party class's subclass

Writer: ChrisTSM
Editors: Thauraeln_the_Bold, cynophobia_, Halfastbracegirdle, RoughCoronet0

Measured Marksman

You are experienced with ranged weapons of all kinds, granting you the ability to pick up such a weapon quickly and make powerful shots trained to hit one’s vitals. You gain proficiency in firearms, and can attune to magical ranged weapons in one minute, rather than as part of a short rest. In addition, when you make a ranged weapon attack, you may take a -8 penalty to the attack roll. If you do so and the attack hits, it automatically scores a critical hit.

Starting at 18th level, this penalty becomes -3, instead of -8.

Steady Aim

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Concentrated Shot

At 7th level, you’ve learned how to carefully aim a single shot, trading quantity for precision. When you take the attack action, rather than making multiple attacks, you may instead make a single ranged weapon attack against a target. If that attack hits, you may deal damage and apply effects as if all the attacks you normally would have made with that action had hit with that weapon, and the target’s speed is halved until the end of your next turn. You may make this shot a number of times equal to twice your Intelligence modifier. You regain all expended uses when you finish a long rest.

Arrows of Affliction

Starting at 7th level, when you hit a creature with your Concentrated Shot, you may force the target to make a Constitution saving throw against a DC of 8 + your PB + your Dexterity modifier. On a fail, you apply your choice of one of the following conditions to the target: blinded, deafened, prone, or one level of exhaustion. Each of these conditions other than prone lasts for 1 minute, and the target may make another Constitution saving throw as a bonus action, ending the condition on a success. If the target is knocked prone, they may instead stand as normal. You may force this saving throw a number of times equal to your Constitution modifier, and regain all expended uses when you finish a long rest.

Mortal Snipe

Starting at 10th level, when you damage a creature with Concentrated Shot, and that creature is left with a quarter of its max HP or less, that creature must roll a d20. If it rolls a number below half your proficiency bonus rounded up, it is reduced to 0 hit points. If it rolls higher, it must repeat this roll each time it takes damage for the first time on a turn for the next minute.

Starting at 15th level, this feature also triggers if an opportunity attack you make reduces a creature to a quarter of its max HP or less.

Pierce Through

At 15th level, you are a master of finding opportunities to shoot vulnerable targets. You have advantage on attacks against prone creatures while more than 5 feet away, rather than disadvantage. In addition, at the end of each of your turns, choose one of the following triggers:

  • When a creature willingly moves 5 feet or more
  • When a creature falls prone
  • When a creature takes a specific action of your choice, other than the Disengage action

Before the start of your next turn, when the chosen trigger happens within the range of a weapon you are holding, you may make an attack of opportunity against the triggering creature. This attack may be a melee or ranged weapon attack.

Sniper's Respite

When you kill a creature with a CR (or level, if the creature doesn’t have a Challenge Rating) of 5 or greater using your Concentrated Shot or Mortal Snipe, you may choose one of the following (no action required): 

  • You regain an expended use of Second Wind, Indomitable, Concentrated Shot, or Arrows of Affliction
  • You may immediately make a single weapon attack
  • You may end one condition, spell, or magical effect on yourself 
  • You regain two expended hit dice

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