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Sureshot

SURESHOT

Cool nerves are the key to accuracy, and accuracy is the key to taking down your target. High, single target damage, is a Sureshot's specialty. Low fire rate means that hits will feel as rewarding as misses do painful.

 

FIGHTING STYLE

When you choose this practice at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Close Quarters Shooting, Sharpshooter, or Two-Weapon Fighting options. You can't take a Fighting Style option more than once, even if you later get to choose again.

 

CRIPPLING SHOT

When you hit a creature with a ranged weapon attack, you can expend a superiority die to cripple its movement. Add the number rolled to the damage of the ranged weapon attack. The creature must succeed on a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can make a Constitution saving throw to end the effect.

 

DARING ESCAPE

You can expend one superiority die to take the Disengage action as a bonus action until the end of your turn. Until the end of this turn, you have advantage on all Strength (Athletics) checks.

 

KEEP YOUR DISTANCE

Unless you are surprised, ambushed, or begin combat within 5 feet of an enemy, you spark disadvantage on all attacks made against you for the first turn. 

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DISARMING SHOT

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. Add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
 

DISTRACTING SHOT

When you hit a creature with a ranged weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

EXPLOIT WEAKNESS
When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

LINE EM' UP

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose up to two creatures, if the original attack roll would hit the second creature, it takes half of the damage dealt to the first target.

 

PRECISION ATTACK

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

 

SUPPRESSING SHOT

When you hit a creature with a ranged weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

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OCCULAR ENHANCEMENT

Also at 3rd level, your wristpad can interface with a gadget, cybernetic implant, or other accessory for improved target acquisition. The long-distance range on any ranged weapon you have proficiency with is doubled.

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Additionally, the tech power hunter’s mark's range is doubled.

 

HONE YOUR TARGET

Beginning at 7th level, attack rolls that are made against you and miss, increase your hit modifier against that target by +1 each turn.  This bonus continues to stack until you hit.  This cannot guarantee a critical, nor is the effect applied by multiple targets missing you.  This effect automatically applies to the first target that misses you after combat begins, or the first target that misses once the modifier has been spent.

 

SHOOT FIRST
Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can re-roll one of the dice once.

Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

 

OVERWATCH

At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

If your attack hits, either impose disadvantage on the enemy creature's opportunity attack roll or grant advantage to any allies making the saving throw.

 

COVER TO COVER

At 17th level, as a reaction you can duck behind cover before an attack roll is made by an enemy. That attack roll is then done so with disadvantage. This must be done before the enemy makes their roll. 

[Reaction: Twice per combat]

 

HEADSHOT

At 20th level, critical strikes deal double damage +10.  

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