Sharpshooter
Lethal ranged master with deadly accuracy
You are a sharpshooter, unmatched in skill with ranged weapons. There is no target you can't hit and your fellow adventurers value that accuracy. You may be a former soldier, a hunter or even a noble with a passion for the now.
Class at a glance
| Weapons | All ranged weapons and one-handed melee weapons |
|---|---|
| Armour | Light and Medium armour |
| Starting gear | Longbow (1d8) or Heavy Crossbow (2d8), Quiver, Light Axe (1d6), Leather Armour (+1 AC) |
Class skills
Class progression
Level 1
Skirmish Archery
Where most try to stay as far as possible from their foes with a ranged weapon, you don't mind being right in the thick of things. Whether from afar or right in the melee, you have learned to rain death on your enemies with a variety of techniques and specialized ammo.
At 1st level you know a number of techniques equal to your Perception modifier; roll 1d12 on the list to determine which. With each new level you learn one additional technique of your choice.
You begin an adventure with one use of this ability per level. Unless noted otherwise, you may expend a use of this ability as part of your normal action. You may regain expended uses by taking Short or Long Rests. Despite the names of some of these abilities having arrow in them, they can be used with any ranged weapon, even thrown ones.
Blunt Arrow
After hitting with a ranged attack the target must make a Luck (Con) save or be Dazed. If you reduce the target to 0 HP you may knock them unconscious and if you inflict trauma, roll on the Blunt Trauma table.Bomb Arrow
After hitting with a ranged attack the target must make a Luck (Str) save or be knocked prone or pushed a short distance. If you inflict trauma, roll on the Blast Trauma table.Point Blank Shooting
This turn your ranged attacks do not suffer disadvantage when made in melee and you gain the rogue's Skirmisher ability against targets of your ranged attacks.Rapid Reload
You reload a crossbow in the same action you fire it.Ricochet Shot
When making a ranged attack you may ignore the target having total cover. Or after hitting with a ranged attack, you may repeat the attack with disadvantage against another target within Melee range of the original. At the GM's discretion some targets behind total cover may require a successful Perception (Detection) check before they can be attacked.Serrated Arrow
After hitting with a ranged attack the target must make a Luck (Con) save or start bleeding, taking1d4 damage at the start of each of its turns unless it is staunched in some way. If you inflict trauma, roll on the Blade Trauma table.Shot at a Rescue
You may make a Rescue attempt as long as it can be achieved with a ranged weapon such as pinning an ally's cloak to the wall right before they fall in a pit. You test Perception (Detection) instead of Initiative and this ability may only be used once per adventure.Shot in the Dark
This turn any ranged attacks you make are Perception (Detection) checks instead, ignoring all vision and range based penalties, with success dealing normal damage.Shot on the Run
This turn, making ranged attacks does not end your Move.Snapshot
During a surprise round if you have a ranged weapon handy you may make a Perception (Detection) check to gain a free attack with it before anything else is resolved.Take the High Ground
This turn you may climb at your normal Movement speed as long as you have one hand free. Given sufficient handholds and places to jump and kick off, no checks are needed during this climb.Trick Shot
Once per target per combat, instead of rolling damage for a ranged attack you may choose effect 1 from the Blade Trauma table (str 13) or effect 1, 2, 3, 4, 5, 7 or 8 from the Missile Trauma table.Deadly Aim
When you make a ranged attack, targets lose any AC bonus due to cover. In addition, if you miss your target you never reroll the attack against an ally in the same melee. Finally, Nat 19 effects also happen on a nat 18 with ranged weapons.
Level 2
Battlefield Scavenger
At 2nd level you have become adept at recovering ammunition after a battle. Your Ammunition Rolls are always a 1-in-6 chance. After a fight where you would run out of ammo you may make a Perception (Detection) check and on a great success you find enough ammo to go back to making Ammunition Rolls.
Additionally the GM may call for you to make a Perception (Detection) check after a battle and on a success you find an item that is particularly useful to your current goals or situation.
New Skill
Gain a new skill. See Class skills.
Level 3
Unique Feature
Unique Feature. No further rule text is supplied in this export.
Level 4
+1 AC
+1 AC.
Level 5
New Skill
Gain a new skill. See Class skills.
Second Attack
Variant 1
At 5th level, when you use an action to attack, you make two attacks instead of one. If Two Weapon Fighting, you don’t get a second Extra attack (p.80).
Level 6
Unique Feature
Unique Feature. No further rule text is supplied in this export.
Level 7
Ranged Mastery
At 7th level you have mastered ranged combat. Your crit range expands to 19-20 with ranged attacks and Nat 19 effects happen on a natural roll of 20 as well. You may also spend a Reroll to ignore the disadvantage for shooting at long range.
Level 8
+1 AC
+1 AC.
New Skill
Gain a new skill. See Class skills.
Level 9
Unique Feature
Unique Feature. No further rule text is supplied in this export.