Fighter
Base Class: Fighter
Solitary and precise are snipers they tend to prefer the shadows over the daylight. Masters of the hunt a snipers true goal is to support their parties from a distance with reliable and powerful attacks. they are often path finders for a party and even though they prefer engaging at a distance being up-close doesn't hinder them as much as one may think. Their mobility often surprises many as they can be seen retreating and re positioning after their shots to secure the perfect shot. A true sniper is always alert and ready to start shooting a moments notice often delivering blows with such might that their enemies struggle to stay standing repelling them back at times as well.

Heavy Sniping

Beginning when you choose this archetype at 3rd level, your focus and patience reaches a new level. As a bonus action on your turn, you can steady your aim and empower your weapon with great might aiming at a creature you can see that is within the max range of a ranged weapon you’re wielding. Until the end of your turn your attacks become precise and forceful. 

• If you or the target of your ranged attack roll have not moved since the start of your last turn you gain Advantage on the attack rolls made with ranged weapons, if neither have moved you can add your proficiency bonus to the damage rolls made. 

• On critical hits your attacks hit with such force that Huge or smaller creatures you hit must make a Constitution Save vs your Strength Modifier + Proficiency + 8 or be pushed back 5 feet and lose 10 feet of movement until the end of their turn.

• On each hit, the weapon deals additional damage to the target equal to your Strength Modifier.

You can use this equal to your Proficiency Bonus. You regain all expended uses of it when you finish a long rest.

Unseen

Beginning when you choose this subclass you learn how to blend in with your surrounding and cover your tracks. You gain Proficiency in Stealth and you may Hide as a Bonus Action. Also enemies have disadvantage while trying to track you with Survival checks.

Focused Sight

Starting at 7th level, you excel at picking out and tracking hidden enemies and other threats. You can take the Search action as a bonus action.

You also gain proficiency in the Perception, Investigation, or Survival skill (choose one). If you already have proficiency in one of these skills you may gain expertise in that skill instead.

Melee Shooting

At 10th level, you learn to handle yourself in close combat. When making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your attack roll.

Also, you may make ranged attacks as opportunity attacks at enemies who move from within your melee range to outside your melee range.

Tactical Retreat

Starting at 15th level, you learn to stay one step ahead of pursuers. After hitting a creature with a ranged attack roll you may move half your movement speed. This movement does not count towards your total speed you may use this feature up to half your proficiency bonus rounded up each turn.

Swift Reaction

Starting at 18th level, you are ever ready to spring into action. You can't be Surprised and you gain Advantage on Initiative rolls, If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

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