Base Class: Fighter
The Sniper excels at ranged weaponry, and using insane accuracy to maim enemies. Those who take this path train endlessly to perfect their aim.
Firearm Proficiency
When you choose this archetype at 3rd level, you gain proficiency in Firearms.
Splintering Projectiles
At 3rd level, you learn how to custom design your projectiles to inflict wounds to those you didn't target. During a Short or Long Rest, you can turn five arrows, bolts, or bullets into Splintering projectiles. When you hit an enemy with a Splintering projectiles, all enemies within 5 feet of the target must make a save with a DC equal to 8 + your proficiency bonus + your Dexterity modifier or take 1d4 damage.
This damage increases to 1d6 at 7th level, and to 1d8 at 15th level.
Pinpoint Accuracy
Starting at 3rd level, you can extend the effective range and accuracy of your weapons. Attacking with a weapon beyond normal range doesn't incur disadvantage on the Attack roll. Additionally, you can choose to make any ranged attack nonlethal damage.
Deadly Precision
At 7th level, you can use your aim to target weak points. You can use an action to grant all attacks on your next turn a bonus to hit equal to half your proficiency bonus, rounded up, and double damage.
Extreme Focus
At 10th level, you can filter out everything that doesn't have to do with you. As a bonus action, you can give yourself a bonus to your next damage rolls equal to your proficiency bonus times five, but all attacks made against you have advantage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Bouncing Projectiles
At 15th level, you learn how to manipulate projectiles to hit multiple creatures. Once per turn when you hit a creature, you can make an Attack against another creature within 5 feet of it.
Crippler
At 18th level, your aim is legendary. You gain a +2 to all ranged attack rolls. Additionally, whenever your to-hit roll is more than their AC + 8, the target is Stunned until its next turn.
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