Monk
Base Class: Monk

Monks of the Way of the Arrow are masters of archery and known for their prowess as hunters.  Fabled monks of this order have been rumored to be able to pin a fly to a tree with an arrow and not kill it.  Often honoring the gods of the hunt like Malar, Artemis, and Uller the monasteries of these monks have been known as reknown bounty hunters and assassins.  Other monasteries have been used as royal guards and elite fighting forces.

Bow Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with bows, allowing you to add your proficiency bonus to attacks made with longbows and shortbows.

Dead eye

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 6th, 11th, and 17th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Wisdom modifier

One with the bow

At 6th level, you gain the ability to channel your ki through your bow and arrow. You can now use flurry of blows and stunning strike with your bow and arrows.

Teleport Shot

By 11th level, you have learned to become one with your arrows. After shooting an arrow and hitting a target, you can spend a ki point to choose to travel with your arrow to the nearest unoccupied space next to the target.  This can only be done once per turn.

Critical Precision

At 17th level, you can use your deadly precision to exploit an enemy's weakness. Once per combat you may use your deadly accuracy to force a critical hit on an attack an opponent and deal 2 additional damage dice on the attack.

Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot

You can use your accuracy to shoot arrows uncomfortably close to a target to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make an archery attack against a creature, you can expend one ki point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a bow attack against a creature, you can expend one ki point to gain advantage on the attack roll.

Disarming Shot

When you make a bow attack against a creature, you can expend one ki point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a bow attack against a creature, you can expend one ki point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you make an archery attack with a bow against a creature, you can expend one ki point to attempt to fire through an additional opponent.  On a hit, the creature takes damage and you make an attack roll with disadvantage against one creature in a line directly behind the target within your first range increment. 

Winging Shot

When you make an archery attack with a bow against a creature, you can expend one ki point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

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