Base Class: Fighter
A marksman will use any and all resources at their disposal. from the terrain to the fears of their enemies. while being trained in martial combat, the marksman will prefer to survey the land, choosing where and when to strike, Leaning towards one well placed shot to take out an enemy leader vs the fast paced flurry of arrows one can see your average adventurer displaying.
Battlefield observations
At third level. Your powers of observation give you an edge when Searching your surroundings or when estimating how a target will react. When making a (Wisdom) insight check or a (Wisdom) Perception check, add 1d4 to the roll
Your study of combat tactics and a knack for understanding how an enemy will react can give you an edge in combat. As a Bonus action, choose a target you can see. Make a (wisdom) insight check contested against targets (wisdom) insight or (charisma) deception. If successful, you do not receive disadvantage on attacks against that target, Nor can that target gain advantage on attacks against you for 1 minute unless incapacitated or you can no longer see the target
Sniper Shot
at 7th level. You have learned to Wait for the opportune time to fire in order to maximize the impact of your ranged weapons. When Making a ranged weapon attack, You can forgo your extra attack to gain +2 to the hit and add an additional weapon die of damage as well as increase your critical hit rate by 1. This effect stacks for each Extra attack you forgo this turn.
Sniper shot cannot be used while a hostile enemy is within 5 ft of you
(Example. The fighter is using a longbow and has 2 extra attacks, he forgoes 2 of them. the chance to hit is increased by 4 and the fighter deals an additional 2d8 damage of the weapons type and you would crit on a 18-20. )
Keen eyes
At tenth level. The accuracy of your eyesight is uncanny. You have advantage on (wisdom) perception checks. You can accurately distinguish targets up to one mile away as if they were no further than 100ft. Dim light does not pose disadvantage on perception checks.
Weapon augmentation
At 15th level You have learned to augment any longbow or heavy crossbow to make full use of your abilities. you can now add your strength modifier to the weapons damage. additionally all of the weapons damage die increases by 1 size(so a d8 to a d10 for a longbow ect). The weapon gains the Full draw functionality. A full draw is when you expend all of your extra attacks for one shot. During a full draw, the weapon deals additional damage of the same type equal to your level. the weapon gains +200 to its short and long range and adds Extreme range to the weapon which goes out another 200 ft. any shot taken past 600 ft has a -5 penalty to hit increased by 5 for a shot taken in extreme range . in addition, a shot at extreme range must be taken at disadvantage regardless of other factors.
You can only have one augmented weapon at a time. you can augment or change the weapon augmented during a long rest
One shot, one kill
at 18th level. You are experienced at searching for your enemies weak points. When making a ranged weapon attack, you can subtract 10 from the roll, on a hit the attack deals double damage. Additionally, When you hit a target under the effects of Combat tactics and land a critical hit, The target must make a constitution saving throw Dc (8+your proficiency bonus+dex modifier), on a failed save, the target takes double damage
Previous Versions
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