3: Crack Shot, Sharpshooting Traditions
7: Focus Shot
10: Hawkeye
15: Reflexive Shot
18: Critical Shot
At 3rd level, your training with ranged weapons grants the following benefits:
You do not have disadvantage on ranged attack rolls due to being within 5 feet of a hostile creature or attacking at long range.
Your ranged weapon attack rolls ignore half cover and three-quarters cover.
Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice: Biting Zephyr, Razor’s Edge, Unending Wheel. When you gain this feature you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.
At 7th level, you’ve become precise enough that when given enough time to focus you can not only strike your target, but hit specific parts of your target to great effect. Once per turn, whenever you take the Attack action and are able to make multiple ranged attacks you may forgo one of those ranged attacks to turn one of your remaining attacks into a Focus Shot. When you make a Focus Shot choose one of the following options and make a ranged weapon attack. You gain an expertise die on the attack, and on a hit it does your chosen effect in addition to the weapon’s damage.
Aim for the Eyes. You aim for the creature’s weak and delicate eyes. The target makes a Reflex saving throw against your maneuver DC or is blinded until it recovers.
Bring it Down. You aim for weak points on the creature’s legs. The target makes a Composure saving throw against your maneuver DC or its Speed is reduced by half until it recovers.
Center of Mass. You aim for the heart or its horrid equivalent. Your attack scores a critical hit on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
Vein Slice. You aim for a vital vein or artery to bleed your target out. The target makes a Fortitude saving throw against your maneuver DC or it takes half your proficiency bonus in d6 ongoing damage until it recovers.
Wing Clip. You aim for your target’s wings. The target makes a Reflex saving throw against your maneuver DC. On a failure, its flying speed is reduced by half until healed. Creatures who are currently flying when this saving throw is failed immediately plummet 60 feet down and take falling damage as normal.
Creatures wounded by any of these effects make a Composure saving throw against your maneuver DC at the end of each of their turns, recovering and ending the effect on itself on a success. Alternatively, the wounded creature (or a creature within 5 feet of it) can use an action to make a Medicine check against your maneuver DC, ending the effect on a success. Healing magically or from a trait (such as Regeneration) also ends the effect. You cannot choose effects that specifically target features a creature does not have.
At 10th level, you have become incredibly observant and alert. You gain an expertise die on Awareness and Wilderness checks, and when rolling initiative.
At 15th level, your accurate reflexes allow you to threaten shots at a moment’s notice. You may make opportunity attacks using ranged weapons, and creatures that move within your weapon's short range provoke attacks of opportunity.
At 18th level, you can hit miniscule targets at ludicrous ranges with seemingly impossible accuracy. Whenever you take the Attack action and are able to make multiple ranged attacks, you may forgo all of those ranged attacks except for one to turn that remaining attack into a Critical Shot, making a ranged weapon attack with advantage. If your Critical Shot hits it becomes a critical hit.