SonsOfSauron
2015-05-11, 11:14 PM
Deadeye
Whether a warrior dedicated to extreme precision or a boisterous fighter with a keen eye, the Deadeye focuses all of their potential on ranged and thrown weapons.
Aim
Beginning at 3rd level, you can use the Attack action to target your foes with extreme accuracy. If you’re able to make multiple attacks with the attack action, this action replaces one of them. If you have a light weapon in both hands, you can use a bonus action to make a ranged weapon attack roll with one of them, as the Two Weapon Fighting feature.
Choose a creature within maximum range of a ranged or thrown weapon you are currently wielding. You have advantage on the next attack roll you make against that creature with this weapon, until the end of your next turn.
Marksman
Beginning at 7th level, your ranged and thrown weapon attacks score a critical hit on a roll of 19 or 20. Additionally, the maximum range of your ranged and throw weapon attacks is doubled.
Called Shot
At 11th level, you are able to use your supernatural accuracy to inflict greater damage on your foe. Whenever you use your Aim feature, you can use a bonus action to call a shot. If the called shot hits, the target takes an additional 3d8 damage. Depending on the nature of the called shot, your DM might impose a secondary effect to the attack, at the cost of firing through disadvantage, half-cover, three-quarters-cover, etc.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain expended uses after a short or long rest.
Staggershot
By 15th level, your unerring accuracy causes your foes to completely lose their momentum. Whenever you hit a creature with a ranged or thrown weapon attack, you can magically force the creature to make a Constitution saving throw. A creature fails this save automatically on a critical hit. On a failed save, the target is paralyzed for 1 minute. A target can repeat this saving throw at the end of each of their turns, ending the condition on them on a success.
Once you use this feature, you must finish a long rest before you can use it again.
DEADEYE 1.1 CHANGES
Adjusted the Aim feature to no longer require concentration, and it now plays much more nicely with Two Weapon Fighting.
Got rid of the sharpshooter-style bonus to Marskman, instead increased the maximum range of ranged and thrown weapons.
Changed Called Shot to a bonus action, and clarified some other things a DM might want to add to the Called Shot attack. Also added a WIS/rest limit to the number of called shots.
OLD VERSIONS
Aim
Beginning at 3rd level, you can use the Attack action to target your foes with extreme accuracy. If you’re able to make multiple attacks with the attack action, this action replaces one of them.
Choose a creature within maximum range of a ranged or thrown weapon you are currently wielding. You have advantage on the next attack roll you make against that creature with this weapon for as long as you maintain concentration, until the end of your next turn (as if concentrating on a spell).
At 11th level, you no longer need to maintain concentration to Aim.
Marksman
Beginning at 7th level, your ranged and thrown weapon attacks score a critical hit on a roll of 19 or 20. Additionally, attacking at long range doesn't impose disadvantage on your ranged or thrown weapon attack rolls.
Called Shot
At 11th level, you are able to use your supernatural accuracy to inflict greater damage on your foe. Whenever you use your Aim feature, you can forgo gaining advantage to instead call a shot. If the called shot hits, the target takes an additional 3d8 damage.
Depending on the nature of the called shot, your DM might impose advantage or disadvantage on the attack, or a secondary effect in addition to the damage.
Staggershot
By 15th level, your unerring accuracy causes your foes to completely lose their momentum. Whenever you hit a creature with a ranged or thrown weapon attack, you can magically force the creature to make a Constitution saving throw. A creature fails this save automatically on a critical hit, unless that creature is immune to critical hits. On a failed save, the target is paralyzed for 1 minute. A target can repeat this saving throw at the end of each of their turns, ending the condition on them on a success.
Once you use this feature, you must finish a long rest before you can use it again.
I'm a little worried that some of these features are underwhelming at the level you obtain them, or potentially too strong. Feedback is appreciated!
Whether a warrior dedicated to extreme precision or a boisterous fighter with a keen eye, the Deadeye focuses all of their potential on ranged and thrown weapons.
Aim
Beginning at 3rd level, you can use the Attack action to target your foes with extreme accuracy. If you’re able to make multiple attacks with the attack action, this action replaces one of them. If you have a light weapon in both hands, you can use a bonus action to make a ranged weapon attack roll with one of them, as the Two Weapon Fighting feature.
Choose a creature within maximum range of a ranged or thrown weapon you are currently wielding. You have advantage on the next attack roll you make against that creature with this weapon, until the end of your next turn.
Marksman
Beginning at 7th level, your ranged and thrown weapon attacks score a critical hit on a roll of 19 or 20. Additionally, the maximum range of your ranged and throw weapon attacks is doubled.
Called Shot
At 11th level, you are able to use your supernatural accuracy to inflict greater damage on your foe. Whenever you use your Aim feature, you can use a bonus action to call a shot. If the called shot hits, the target takes an additional 3d8 damage. Depending on the nature of the called shot, your DM might impose a secondary effect to the attack, at the cost of firing through disadvantage, half-cover, three-quarters-cover, etc.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain expended uses after a short or long rest.
Staggershot
By 15th level, your unerring accuracy causes your foes to completely lose their momentum. Whenever you hit a creature with a ranged or thrown weapon attack, you can magically force the creature to make a Constitution saving throw. A creature fails this save automatically on a critical hit. On a failed save, the target is paralyzed for 1 minute. A target can repeat this saving throw at the end of each of their turns, ending the condition on them on a success.
Once you use this feature, you must finish a long rest before you can use it again.
DEADEYE 1.1 CHANGES
Adjusted the Aim feature to no longer require concentration, and it now plays much more nicely with Two Weapon Fighting.
Got rid of the sharpshooter-style bonus to Marskman, instead increased the maximum range of ranged and thrown weapons.
Changed Called Shot to a bonus action, and clarified some other things a DM might want to add to the Called Shot attack. Also added a WIS/rest limit to the number of called shots.
OLD VERSIONS
Aim
Beginning at 3rd level, you can use the Attack action to target your foes with extreme accuracy. If you’re able to make multiple attacks with the attack action, this action replaces one of them.
Choose a creature within maximum range of a ranged or thrown weapon you are currently wielding. You have advantage on the next attack roll you make against that creature with this weapon for as long as you maintain concentration, until the end of your next turn (as if concentrating on a spell).
At 11th level, you no longer need to maintain concentration to Aim.
Marksman
Beginning at 7th level, your ranged and thrown weapon attacks score a critical hit on a roll of 19 or 20. Additionally, attacking at long range doesn't impose disadvantage on your ranged or thrown weapon attack rolls.
Called Shot
At 11th level, you are able to use your supernatural accuracy to inflict greater damage on your foe. Whenever you use your Aim feature, you can forgo gaining advantage to instead call a shot. If the called shot hits, the target takes an additional 3d8 damage.
Depending on the nature of the called shot, your DM might impose advantage or disadvantage on the attack, or a secondary effect in addition to the damage.
Staggershot
By 15th level, your unerring accuracy causes your foes to completely lose their momentum. Whenever you hit a creature with a ranged or thrown weapon attack, you can magically force the creature to make a Constitution saving throw. A creature fails this save automatically on a critical hit, unless that creature is immune to critical hits. On a failed save, the target is paralyzed for 1 minute. A target can repeat this saving throw at the end of each of their turns, ending the condition on them on a success.
Once you use this feature, you must finish a long rest before you can use it again.
I'm a little worried that some of these features are underwhelming at the level you obtain them, or potentially too strong. Feedback is appreciated!