Sharpshooter

= Class Features = As a Sharpshooter, you gain the following class features:

Hit Points
Hit Dice: 1d8 per Sharpshooter level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Sharpshooter level after 1st

Proficiencies
Armor: Light Armor

Weapons: Firearms

Tools: None

Saving Throws: Dexterity, Wisdom

Skills: Choose two skills from Perception, Deception, Tinkering, Survival, Insight, Sleight of Hand, and Athletics

Equipment

 * (a) Leather Armor or (b) A Shotgun and 20 bullets
 * (a) Two handguns with 20 Bullets Each or (b) A Machete
 * (a) Two Knives of your Choice or (b) A Handgun and 20 Bullets
 * (a) Three Bottles of water and One can of Non Perishable Food or (b) Four cans of Non-Perishable Food

Steady Aim
At 1st 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:


 * The attacks ignore half and	three-quarters	cover.
 * On each hit, the weapon deals additional damage to the target equal to 2 + half	your fighter	level. You can	use this feature three	times. You regain all expended uses	of it when you finish a short or long rest.

Grit
Starting at Level 2, you have come to develop a mental toughness well known amongst Sharpshooters, allowing you to perform the Deeds that they are known for. Choose one of the three Grit Attributes (Intelligence, Wisdom, Charisma) and the Modifier + your proficiency bonus is equal to the number of Grit Points you can have (minimum of 1).

Sharpshooters can regain Grit Points in the following ways:


 * Completing a short or long rest: Upon completion of a short or long rest, the Sharpshooter regains all spent Grit points.
 * Critical Hit with a Firearm: Each time the Sharpshooter scores a Critical Hit with a Firearm attack, they regain 1 Grit point.
 * Killing Blow with a Firearm: When the Sharpshooter reduces a creature to 0 or fewer hit points with a Firearm attack, they regain 1 Grit point.

Deeds
Gained at the 2nd Level, Sharpshooters use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point.


 * Quick Draw. You can spend 1 Grit point to get a +5 to initiative roll and take your turn as normal if you were surprised.
 * Mark Target. You spend 1 Grit Point and as a bonus action, mark a creature that you can see. You have advantage on all attack rolls against that creature. This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
 * Sharpshooters Dodge. The Sharpshooter gains an uncanny knack for avoiding danger. When an attack is made against the Sharpshooter, they can spend 1 Grit Point and their reaction to gain a +2 to AC against the attack.
 * Targeting. You can spend a Grit point to target a specific location when you make a ranged attack against an enemy. If the attack misses, the Grit point is still lost. If the Sharpshooter has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit Point each.


 * 1) Head – Subtract 5 from Attack Roll, On a hit, the target takes normal damage and an additional +10 Damage. Additionally, you may instead spend a Grit Point to deal an additional +15 Damage on your Damage rolls.
 * 2) Torso – On a hit, the target takes normal damage and is pushed back 10 ft.
 * 3) Arms – On a hit, the target takes normal damage and the foe drops 1 item of the Sharpshooter’s choice.
 * 4) Legs – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. (DC = 3 + Damage Dealt) or is knocked prone.


 * Utility Shot. If the Sharpshooter has at least 1 Grit point, he can perform one of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the sharpshooter must declare the utility shot he is using before firing the shot.


 * 1) Blast Lock: The Sharpshooter makes an attack roll against a lock within range. A lock's AC is decided by the DM. You deal double damage when you hit the lock with a firearm shot.
 * 2) Shoot Unattended Object: The Sharpshooter makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. The AC of the object is determined by the DM.


 * Rapid Fire. Once on your turn, you can spend 1 Grit Point to fire an extra shot from your firearm as a free action.
 * Lighting Reload. On your turn, you can spend 1 Grit Point to reload your firearms or clear a misfire as a free action.
 * Double Time. On your turn, you can spend 1 Grit point to make a Dash as a free action.

Sharpshooter Archetype
Starting at 3rd Level, your character can now pick a specialization or role for the weapon that you will be now and forever known for. The roles that can be picked are: Commander, Pistolero, Sniper, and Shock Troop. Your choice grant features at the 3rd level, and again at 6th, 9th, and 17th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
When you reach 5th level, you can attack twice on your turn instead of once.

Careful Eyes
Starting at 5th	level, you excel at picking out	 hidden enemies and other threats. You can	take the Search action as a bonus	action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Close-Quarters Shooting
At 7th level, you learn	to handle yourself in close combat. Making a ranged attack roll while	 within 5 feet of	 an enemy doesn ’t impose disadvantage on	 your roll. In addition, if you hit	 a creature within 5 feet of you with a	ranged	attack on your	turn, that creature can’t take reactions until	the end of this turn.

Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Rapid Strike
Starting at 13th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack	 against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack	against the same target as a bonus action.

Vicious Intent
At 15th level, your firearm attacks score a critical hit on a roll of 16-20, and you regain a grit point on a roll of 16-20 on a d20 attack roll.

Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Snap Shot
Starting at 18th level, you are	 ever ready to spring into action. If you take the Attack action	on your first turn of a combat,	 you can make one additional ranged weapon attack as part	of that action.

Death's Shot
At 20th level, when the Sharpshooter scores a critical hit against a creature with less than 100 HP, you can spend 1 grit point to deal normal damage, and the target must succeed at a Constitution saving throw (DC 5 + damage dealt). On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the sharpshooter to regain grit from confirming a critical hit or making a killing blow.

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