Sharpshooter

Sharpshooter Technique

When you choose this archetype at 3rd level, you gain proficiency in one of the following combat traditions: Cavalry, Deadeye, Duelist. 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 this tradition.

Careful Aim

Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Sniper Trick

Also at 3rd level, you learn a Skill Trick from the Rogue class. Your Fighter levels count as Rogue levels for the purpose of fulfilling prerequisites.

At 10th level, you learn another Skill Trick.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Perception, Insight, Investigation, or Survival.

Careful Eyes

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

Additionally, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Vigilance

At 10th level, you regain all of your expended uses of Careful Aim when you finish a short or long rest.

Additionally, as long as you are not surprised, allies within 60 feet of you cannot be surprised.

Deadly Aim

Starting at 15th level, you have learned to fall into a deep focus when you take aim. When you use your Careful Aim bonus action, as long as you haven't moved this turn, you may reduce your speed to 0 until the end of your turn. If you do, in addition to its normal effects, you gain the following two benefits:

Follow Through

Starting at 18th level, you are able to cripple enemies by hammering on their weak points. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged attack.

Additionally, you may inflict one of the following penalties on the target, which last until the creature finishes a long rest.

Weakened. The target has disadvantage on Strength ability checks and saving throws. Reduce the number of dice made with weapon attacks by the target by one, or the size of the dice by one step if the target rolls only a single die.
Crippled. The target has disadvantage on Dexterity ability checks and saving throws. Reduce all of the target's movement speeds by 10 feet.
Wounded. The target has disadvantage on Constitution ability checks and saving throws. Reduce the target's maximum hit points by an amount equal to the damage dealt by the critical.
Dazed. The target has disadvantage on Intelligence ability checks and saving throws. The target can’t use reactions, and on its turn, it can use either an action or a bonus action, not both.
Shaken. The target has disadvantage on Wisdom ability checks and saving throws. The target has disadvantage on attack rolls against you, and on saving throws against becoming Frightened.
Uncertain. The target has disadvantage on Charisma ability checks and saving throws. Whenever the target would take an action other than the Dodge action, they must make a DC 15 Charisma saving throw. If they fail, they cannot take that action until their next turn.

A greater restoration, heal, or similar magic can remove all penalties inflicted by this feature.