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Sharpshooter

Class

A whisper on the wind and a shot in the right place, sharpshooters are deadly instruments capable of precision and speed that most warriors could never hope to achieve. Sometimes functioning as assassins, trick shooters, or simply hunters who cannot afford to miss, sharpshooters do more than just hit their targets. Sharpshooter fighters have the training or talent to wield ranged weapons as skillfully as a surgeon wields a scalpel, and they can take their opponents apart just as easily.


Level 3Crack Shot

At 3rd level, your training with ranged weapons grants the following benefits:


Level 3Sharpshooting Traditions

Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice: Biting Zephyr, Razor’s Edge, Unending Wheel. When you gain this feature you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.  


Level 7Focus Shot

At 7th level, you’ve become precise enough that when given enough time to focus you can not only strike your target, but hit specific parts of your target to great effect. Once per turn, whenever you take the Attack action and are able to make multiple ranged attacks you may forgo one of those ranged attacks to turn one of your remaining attacks into a Focus Shot. When you make a Focus Shot choose one of the following options and make a ranged weapon attack. You gain an expertise die on the attack, and on a hit it does your chosen effect in addition to the weapon’s damage.

Aim for the Eyes. You aim for the creature’s weak and delicate eyes. The target makes a Dexterity saving throw against your maneuver DC or is blinded until it recovers.

Bring it Down. You aim for weak points on the creature’s legs. The target makes a Constitution saving throw against your maneuver DC or its Speed is reduced by half until it recovers.

Center of Mass. You aim for the heart or its horrid equivalent. Your attack scores a critical hit on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).

Vein Slice. You aim for a vital vein or artery to bleed your target out. The target makes a Constitution saving throw against your maneuver DC or it takes 1d6 ongoing damage until it recovers.

Wing Clip. You aim for your target’s wings. The target makes a Dexterity saving throw against your maneuver DC. On a failure, its flying speed is reduced by half until healed. Creatures who are currently flying when this saving throw is failed immediately plummet 60 feet down and take falling damage as normal.   

Creatures wounded by any of these effects make a Constitution saving throw against your maneuver DC at the end of each of their turns, recovering and ending the effect on itself on a success. Alternatively, the wounded creature (or a creature within 5 feet of it) can use an action to make a Medicine check against your maneuver DC, ending the effect on a success. Healing magically or from a trait (such as Regeneration) also ends the effect. You cannot choose effects that specifically target features a creature does not have. 


10th LevelHawkeye

At 10th level, you have become incredibly observant and alert. You gain an expertise die on Investigation and Perception checks, and when rolling initiative.


Level 15Reflexive Shot

At 15th level, your accurate reflexes allow you to threaten shots at a moment’s notice. You may make opportunity attacks using ranged weapons, and your threatened area is equal to the normal range of any ranged weapon you wield. 


18th LevelCritical Shot

At 18th level, you can hit miniscule targets at ludicrous ranges with seemingly impossible accuracy. Whenever you take the Attack action and are able to make multiple ranged attacks, you may forgo all of those ranged attacks except for one to turn that remaining attack into a Critical Shot, making a ranged weapon attack with advantage . If your Critical Shot hits it becomes a critical hit.