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 gain a bonus on your attack rolls equal to half your proficiency bonus (rounded down).
- On each hit, the weapon deals additional damage to the target equal to half your fighter level.
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:
- You gain advantage on your next ranged attack roll on the current turn.
- Attacks with your weapon score a critical hit on a roll of 19 or 20 until the end of your turn.
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.
A greater restoration, heal, or similar magic can remove all penalties inflicted by this feature.