Sharpshooter

A man lies in wait, hidden in some bushes. He looks through the scope on his sniper Rifle, cautiously waiting for his target to be in range. When he sees his target, he carefully takes aim, lines up the shot, squeezes the trigger, and fires.

A hoard of Undead approach a small group of Survivors. A man is stationed on the wall with a sniper rifle. He takes aim and pulls the trigger. Pow. Pow! POW!! One after the other, zombies are taken out until only a few stragglers remain. But it isn't long until their brains are blown out as well.

Highly trained units specialized in taking out targets from extreme distances, Sharpshooters are one of the most dangerous of classes. As a Sharpshooter, not only are you trained to use a rifle, but you also become an expert in stealth, reconnaissance, and observation, allowing you to do what you do best, which is shoot your enemies when they're unaware and protect your allies. Sharpshooters usually work in a team with a spotter and a flanker but they are prepared at all times to complete the mission on their own if necessary.

### **Deadly Weapons**

Sharpshooters are specialized in the use of firearms. Through years of training, they enhance their reflexes and sharpen the accuracy, fighting enemies from a safe distance and making themselves a hard target to hit at ranged combat. At the same time, the similarity between firearms and other kinds of triggered weapons make them skillful with crossbows, and they still are prepared for close combat with machetes and knives. Despite these superficial commonalities, Sharpshooters usually adopt unique and distinct ways of mastering guns: some engaging in combat with a rain of bullets with small and quick weapons; others not engaging at all, proffering to end the conflict with a single shot from a hidden spot.

### **A Modern Danger**

Regardless of the technological level of the world, guns are menacing to those who know their power or witness their workings. With the thunderous noise of a firing gun signaling the death of an enemy, and threatening those to hear the sound. In places where guns are common, the awareness of their power, even in untrained hands, is often enough to stop a fight before it begins. This imposing tool make Sharpshooters a force to be reckoned with.

For some Sharpshooters, this power and menacing presence should be used to protect those incapable of protecting themselves. Either by fighting invaders on the frontier or by defending your allies from the undead, the violence and power of guns is a force for good. To others, their prowess with guns is a way to exploit and subjugate others, imposing their will through violence and fear. And, others just use their marksmanship to earn gold and protect themselves in a world full of dangers and adventures.

## **Creating a Sharpshooter**

When creating a Sharpshooter, you should think about how you became an expert Marksman. Who was your trainer? Did you learn this skill in the Military, or were you a Hunter before the world went to shit? Maybe you were trained since your youth by a parent or professor. Have you learned by yourself, trough trial and error, or maybe trough real life practice, improving your technique by surviving real life gunfights? How has your ability with guns been used, for what purpose? Do you seek justice, bringing swift revenge to wrongdoers? Do you seek to keep you allies safe by keeping the enemies at bay from a distance? Or mainly for self defense, keeping yourself alive in this cruel world?

#### **Quick Build**

You can make a Barbarian quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, Choose the Military Soldier or Hunter Background. Third, Choose the Rifle with 20 Bullets, The Machete, and the Handgun with 10 Bullets.

## **Class Features**

As a Sharpshooter, you gain the following class features:

### **Hit Points**

* **Hit Dice:** 1d10 per Sharpshooter level
* **Hit Points** **at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Sharpshooter level after 1st

### **Proficiencies**

* **Armor:** Light Armor
* **Weapons:** Firearms
* **Tools:** None
* **Saving Throws:** Dexterity, Wisdom
* **Skills:** Firearms and choose two from Perception, Deception, Tinkering, Survival, Insight, Sleight of Hand, and Athletics.

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your Background:

* (a) Light Armor or (b) A Hunting Rifle with 10 Bullets
* (a) A Machete or (b) A Handgun with 10 Bullets
* (a) A Crossbow and 20 Bolts or (b) A Compound Bow and 20 Arrows
* An Explorer's Pack

### **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 Sharpshooter 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 Sharpshooter 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 GM. 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 his/her firearm. The AC of the object is determined by the GM.

* **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.

### **Fighting Style**

When you reach 2nd level, you adopt a specific style of fighting as your specialty. Choose one of the following Fighting Style Feats of your choice from Archery, Close Quarters Shooter, Superior Technique, Thrown Weapon Fighter, or Tunnel Fighter. You can't choose a Fighting Style Feat more than once, even if you later get to choose again.

### **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. Choose from 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 firearm as a bonus action.

### **Expert Marksman**

Upon reaching 11th level, you take into account everything when making those sniper shots. The wind, the bullet drop, the range. Twice per short or long rest, you can roll with advantage to hit any ranged attack.

The number of times you can use this feature before taking a short or long rest increases to three at 14th level and four at 18th level.

### **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.

### **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.

## **Multiclassing**

* **Prerequisites.** To qualify for Multiclassing into the Sharpshooter class, you must meet the following prerequisites: Dexterity 13 or higher
* **Proficiencies.** When you Multiclass into the Sharpshooter Class, you gain the following Proficiencies: Light Armor, Firearms