Fighter
Base Class: Fighter

Staying away and training their eyes upon their target, they let loose an arrow to devastate- that is the role of a marksman. With perfect aim and rigorous practice, they are deadly from afar.

Marksman's Skill

Starting when you choose this archetype at 3rd level, you double your ranged attacks' range

Field Operative

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost and to ignore at least some exhaustion, due to your expertise with dealing with low ammunition supplies and long campaigns.

Stylish Shooter

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your arrows, crossbow bolts and bullets.

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 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a ranged weapon, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

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 Dexterity modifier

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a weapon, then draw another weapon as a single object interaction on your turn.

Hold your Breath

Upon reaching 10th level, you learn how to hold your breath to aim more accurately. You can spend a grit point to hold your breath, which gives you advantage to ranged attacks made while holding your breath. You may hold your breath for 30+CON seconds and may may not do this again for at least 10 minutes.

Volley

Starting at 15th level, you can shoot three arrows at the same time, at the cost of pinpoint accuracy, leading you to have Disadvantage on that attack.

Vicious Intent

At 18th level, your ranged weapon attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a ranged weapon, the target additionally suffers half of the damage from the attack at the end of its next turn.

Stylized Shots

These trick shots are presented in alphabetical order.

Dazing Shot

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

Disarming Shot

When you make a ranged attack against a creature, you can expend one grit 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 ranged attack against a creature, you can expend one grit 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 a ranged attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

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