TEXT: Killshot
  A class for 5th edition Dungeons and Dragons
  1
  Killshot 1.2 | Design by Jack Wagenschutz and
  Connor Stacey
  
  Killshot
  Tucked behind a rock, a lone archer strings his bow. A cold
  fury lies hidden beneath the still look to his face. He knows
  the bandits that are headed to the small village—where they
  are, their numbers, and that none of them will know what hit
  them once his volley has pierced their heartless chests. Not
  needing to spot them to line up his shots, he also knows that
  he has won before the battle even starts.
  Arrows flying around her, the wood elf atop a hill remains
  still. Her eyes pierce through opponents even stronger than
  her bow. They don’t know that she calculates every trajectory
  before they even fire, and has no worry in her mind other
  than the prey. As the last one falls, she chuckles to herself
  with a satisfied smile creeping across her face.
  Scaling the cliff face, any onlookers would think that she
  was crazy, but to her it was a breeze. Equipment and pure
  skill kept her safe and her foes dead. No one could hit her
  from her perch, and they looked like ants from up high. As
  easy to crush too, because with one shot from her crossbow
  they wouldn’t even have a chance to look for her.
  These killshots, different as they might be, are defined by
  their intense focus: an unwavering, intense, and relentless
  drive that heightens the senses and pushes the physical limits
  of the body. Focusing on the heat of battle, a skilled killshot is
  guaranteed to hit its mark; whether this be from letting loose
  a barrage of projectiles in rapid succession, or firing
  methodically at a precise moment. Focus may come from an
  extreme calm and decisiveness, years of practice and
  experience, or a fury to kill honed into a silent wrath. No
  matter the underlying emotion or lack thereof, a killshot is
  always controlling the battle from afar.
  A Focused Mind
  Every killshot is unique in their own ways—from how they
  dispatch their enemies to how well they prepare—but all of
  them are unshakable. Their focus is infallible, calculating
  trajectories and enemy movements in a matter of seconds.
  Neither might nor magic can shake them, as years of
  experience have prepared them for almost every scenario.
  Killshots may have many different motivations, whether it
  be glory, gold, or other personal vendettas, but what separates
  them from other adventurers is their ability to remain calm.
  They may or may not have been ready for an ambush, but no
  one could ever tell the difference. Whether they snipe their
  enemies from afar or turn them into a walking pincushion,
  they’ll get the job done.
  The Undaunted Soul
  While many killshots find their skills best suited to a life of
  payed work and other odd jobs, the typical contract killer or
  hired mercenary isn’t a killshot. Killshots are the few and far
  between, forged by the fires of determination and willpower.
  Whether the right hand of the king or a peasant who’s been
  wronged, the mental tenacity of a killshot is what separates
  the weak and the bold.
  Just as important as how a killshot learned to wield a
  weapon is what drove him or her away from the life he or she
  had. If they had nothing else to turn to but a bow and
  impeccable aim, went on a job gone wrong, or took a last
  stand against tyranny, they all have that same spirit that holds
  true in the face of danger. Some killshots use their talents for
  treasure and glory, others for justice, but the drive to achieve
  greatness burns just as bright in each.
  Quick Build
  You can make a killshot quickly by following these
  suggestions. First put your highest ability score in Dexterity,
  followed by Wisdom. Second, choose the soldier background.
  Class Features
  As a killshot, you gain the following class features
  Hit Points
  Hit Dice: 1d8 per killshot level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per killshot level after 1st
  Proficiencies
  Armor: Light armor, medium armor
  Weapons: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Charisma, Wisdom
  Skills: Choose two from Acrobatics, Athletics, Insight,
  Investigation, Perception, Survival
  2
  Killshot 1.2 | Design by Jack Wagenschutz and
  Connor Stacey
  
  The Killshot
  Level
  Proficiency
  Bonus
  Features
  Focuses
  Focus
  Bonus
  1st
  +2
  Focus, Light Load
  2
  +1
  2nd
  +2
  Precision Shot,
  Predictability
  2
  +1
  3rd
  +2
  Killshot Practice
  3
  +1
  4th
  +2
  Ability Score
  Improvement
  3
  +1
  5th
  +3
  Extra Attack, On Sight
  Climbing
  3
  +1
  6th
  +3
  Practice Feature
  4
  +1
  7th
  +3
  Uninterrupted Focus
  4
  +1
  8th
  +3
  Ability Score
  Improvement
  4
  +1
  9th
  +4
  Improved Critical
  4
  +2
  10th
  +4
  Practice Feature
  4
  +2
  11th
  +4
  Honed Focus (1
  Enemy)
  4
  +2
  12th
  +4
  Ability Score
  Improvement
  5
  +2
  13th
  +5
  Unending Focus
  5
  +2
  14th
  +5
  Practice Feature
  5
  +2
  15th
  +5
  Honed Focus (2
  Enemies)
  5
  +2
  16th
  +5
  Ability Score
  Improvement
  5
  +3
  17th
  +6
  High-ground
  Shooting
  6
  +3
  18th
  +6
  Consistency
  6
  +3
  19th
  +6
  Ability Score
  Improvement
  6
  +3
  20th
  +6
  Perfect Shot
  Unlimited
  +3
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a longbow or (b) any martial ranged weapon
  (a) a light crossbow or (b) any simple ranged weapon
  An explorer’s pack and two daggers
  Focus
  In battle, you fight with calculated precision. On your turn,
  you can enter a battle focus as a bonus action if you are
  wearing light armor.
  While focused, you gain the following benefits if you aren't
  wearing heavy armor or medium armor:
  You have advantage on Wisdom checks and Wisdom
  Saving Throws.
  When you make a ranged weapon attack using Dexterity,
  you gain a bonus to hit and damage that increases as you
  gain levels as a killshot, as shown in the Focus Bonus
  column of the Killshot table.
  You have resistance to psychic damage.
  If you are able to cast spells, you can’t cast them or
  concentrate on them while focused.
  Your focus lasts for one minute. It ends early if you are
  knocked unconscious or if your turn ends and you can no
  longer clearly perceive the location of the enemy or taken the
  Dodge action. You can also end your focus on your turn as a
  bonus action.
  Once you have focused the number of times shown for your
  killshot level in the Focuses column of the Killshot table, you
  must finish a long rest before you can focus again.
  Light Load
  Without the encumbrance of armor to weigh you down, you
  can move more swiftly as you weave in and out of the
  skirmish of battle to find the perfect shot. You gain the
  following benefits if you aren’t wearing any armor:
  Your speed increases by 5 feet.
  Being within 5 feet of a hostile creature doesn’t impose
  disadvantage on your ranged attack rolls.
  You can use your bonus action to take the disengage
  action.
  Precision Shot
  Starting at 2nd level, your attacks more reliably hit your
  opponents closer to their vitals. When you roll a 1 on a
  damage die for an attack you make with a ranged weapon,
  you can reroll the die and use the higher of the two rolls.
  Predictability
  At 2nd level, you’re a step ahead of potential attackers leading
  you to be unendingly on your toes in the face of danger.
  You have advantage on Dexterity saving throws against
  effects that you can see, such as traps and spells. To gain this
  benefit, you can’t be blinded, deafened, or incapacitated.
  Killshot Practice
  At 3rd level, you choose a practice that shapes the tactics of
  your focus. Choose the Brutal Killer Practice, Mercenary
  Practice, or Steady Hand Practice; all detailed at the end of
  the class description. Your choice grants you features at 3rd
  level and again at 6th, 10th, and 14th levels.
  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
  Beginning at 5th level, you can attack twice instead of once,
  whenever you take the Attack action on your turn.
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  Killshot 1.2 | Design by Jack Wagenschutz and
  Connor Stacey
  
  On Sight Climbing
  Starting at 5th level, you gain a climb speed equal to your
  movement speed.
  Uninterrupted Focus
  At 7th level, your mind is an impenetrable fortress for the
  duration of your focus. You can no longer be charmed or
  frightened while focused. Engaging your focus while charmed
  or frightened breaks the effect until the focus ends.
  Improved Critical
  Beginning at 9th level, your ranged weapon attacks score a
  critical hit on a 19 or 20.
  Honed Focus
  Starting at 11th level, you can mark a creature you can see
  within 100 ft. when you begin your focus or by using a bonus
  action during a focus. While the targeted creature is within
  100 ft. of you, you know its position, and you can roll one
  additional weapon damage die when determining the extra
  damage for a critical hit with a ranged attack.
  At 15th level, you can mark an additional creature when
  you enter your focus or use your bonus action to mark a
  creature, and you can now roll two additional weapon
  damage dice when determining the extra damage for a
  critical hit with a ranged attack.
  Unending Focus
  Beginning at 13th level, your focus is so intense that it can
  allow you to brace yourself in the face of intense pain. If you
  are reduced to 0 hit points while you are focused, you can
  expend one of your hit dice to set your health equal to the
  result of rolling the dice + your Constitution modifier. Once
  you use this feature, you must finish a long rest before you
  can use it again.
  High-ground Shooting
  At 17th level, your mastery of shooting at a distance allows
  you to rain death from above. When you’re 25 ft. above your
  target, you get advantage on all attack rolls, and any critical
  hits you score deal an additional 2d6 damage.
  Consistency
  Starting at 18th level, if your roll for a Wisdom skill check is
  less than 10, you can use 10 + the corresponding modifier for
  the check in its place.
  Perfect Shot
  At 20th level, you are the perfect marksman. Three times a
  day, after you make an attack roll with a ranged weapon, you
  can decide that it is a critical hit. This ability replenishes after
  you take a long rest.
  Killshot Practices
  Breathing in and out, each killshot possesses an unbreaking
  focus in every battle, the gentle sea breeze in the eye of the
  storm. Each killshot finds solace in his or her mental
  fortitude, but manifests that focus in different fashions.
  Whether it be an unforgiving torrent of viscous strikes, a
  prepared repertoire aiding in most any situation, or the
  unflustered and ever-stable aim that pierces the hearts of
  enemies.
  Brutal Killer Practice
  With a focus that’s less reliant on careful calculation, the
  brutal killer can unleash a volley of attacks upon their
  enemies leaving them broken and bleeding. Every shot let
  loose by the brutal killer is backed by an unrelenting desire to
  maim to the fullest extent.
  Fueled Fury
  Starting when you choose this practice at 3rd level, you can
  get up close and personal with an enemy to let off your most
  dangerous strikes. If you make a ranged attack within 10 feet
  of your target, the attack does maximum damage.
  This range increase to 15 feet at 10th level and again to 20
  feet at 15th level.
  Breakneck Pace
  Beginning at 6th level, you can utilize your focus on
  eliminating your targets to fire your weaponry at an immense
  capacity. While you are focused, your speed increases by 5
  feet, and you can use your bonus action to make a ranged
  weapon attack if you took the attack action on your turn.
  Table Turner
  Starting at 10th level, you can use the fury of your enemies to
  fuel your killer instincts as you retaliate. After an enemy lands
  a critical hit on you, you can use your reaction to make a
  single ranged attack.
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  Killshot 1.2 | Design by Jack Wagenschutz and
  Connor Stacey
  
  Crippling Shot
  When you reach 14th level, you can fire shots with the intent
  of lessening your target’s capabilities. When you make a
  critical hit against an enemy, you can choose one of these
  wounds to inflict on them for a number of rounds equal to
  your wisdom modifier if they fail a Constitution saving throw
  (DC 8 + your Wisdom modifier + your proficiency bonus):
  Leg Shot. The target of this effect has their movement
  speed halved and disadvantage on all Dexterity checks and
  saving throws.
  Bleeding Shot. The target of this shot takes 1d8 necrotic
  damage and has disadvantage on all Constitution saving
  throws.
  Arm Shot. The target of this effect can’t score critical hits
  and has disadvantage on all Strength checks and saving
  throws.
  Mercenary Practice
  Battles may be won in a multitude of ways, but the mercenary
  knows that a solid strategy and some ingenuity can topple
  any enemy. While other practices might focus on improving
  their prowess with their weaponry, the mercenary has
  broadened their horizons to any and all trades that might
  prove important to taking out the target, and when all else
  fails, cleverly made equipment allows them to traverse the
  battlefield efficiently and effortlessly to pursue any enemies.
  No matter the circumstances, a mercenary is always
  prepared to tackle the task at hand.
  Tactical Armaments
  Beginning when you choose this practice at 3rd level, you can
  craft special types of ammunition to help you navigate the
  battlefield and deal with whatever threats might need dealt
  with. These special types of ammunition are listed at the end
  of the Mercenary Practice.
  Crafting. These pieces of ammunition must be crafted for
  a specific weapon you are proficient with, and each piece of
  ammunition takes ten minutesto craft. After you craft 3
  pieces of ammunition, you can’t craft anymore until you’ve
  taken a long rest. These pieces of ammunition fall apart if
  they’re not used before your next long rest.
  The number of pieces of ammunition you can craft before
  your next long rest increases to 4 at 6th level, 5 at 10th level,
  and 6 at 15th level.
  Saving Throws. Some of your special types of ammunition
  require your target to make a saving throw to resist its effects.
  The saving throw DC is calculated as follows:
  Ammunition Save DC = 8 + proficiency bonus + your
  Wisdom modifier
  Resourceful
  Starting when you choose this practice at 3rd level, you can
  use your surroundings to your benefit. You can use any item
  you could throw as an improvised ranged weapon that you
  are proficient with. Such a ranged weapon has the thrown
  (range 20/60) property and deals 1d4 bludgeoning damage.
  Battlefield Analysis
  When you choose this pracice at 3rd level, you can take in
  your surroundings to give you and any allies you
  communicate this information with an edge in battle. If you
  spend ten minutes in a specific location, you can mark any
  accessible locations inside an area with a radius equal to 20 x
  your Wisdom modifier feet. Within this area, you and your
  allies can gain the following benefits while in that area for the
  next 24 hours:
  Your allies and you have advantage on initiative rolls in
  that area.
  Your allies have a +5 bonus to your passive perception and
  advantage on Wisdom (Perception) checks to spot
  enemies in that area.
  Your allies and you have advantage on Dexterity (Stealth)
  checks made to hide in this area.
  Experienced
  Starting at 10th level, your experience in the field has
  accumulated to a point where you know a little bit about most
  topics. You can now add half your proficiency bonus, rounded
  down, to any ability check you make that doesn’t already
  include your proficiency bonus.
  Additionally, you gain proficiency in two more skills, one
  language of an enemy that you’ve encountered, and one type
  of tools that you don’t already have proficiency in.
  Elite Equipment
  At 14th level, your experience has led you to come up with
  some clever contraptions to solve battlefield complications.
  You gain three items from the following list of elite
  equipment:
  Boots of Springing. Whenever you attempt a high jump or
  a long jump, your distance is doubled.
  Breathing Apparatus. You can breathe underwater for a
  total of 30 minutes while wearing this item.
  Compact Glider. While wearing this glider, you can
  activate it as an action to take no fall damage and glide
  outward up to twice the vertical distance.
  Cloak of Shadows. While wearing this cloak, you can hide
  in dim light as though it were darkness.
  Gloves of Climbing. While wearing these gloves, you gain
  advantage on Dexterity (Acrobatics) and Strength (Athletics)
  checks made to climb. Additionally, you can climb up a flat,
  vertical surface with a Strength (Athletics) check made
  without advantage (the DC of this check is up to the
  discretion of the DM).
  Gauntlets of Disarming. While wearing these gauntlets,
  you can use an attack action to attempt to disarm your
  opponent. The enemy must make a Strength (Athletics) check
  against your Dexterity (Acrobatics) check. If they fail, they
  drop their weapon.
  Special Ammunition
  The types of special ammunition are listed in alphabetical
  order:
  Combustion Shot. You must have a flask of oil to craft this
  item. This arrow is tipped with a flammable substance that
  combusts on impact. When a target it hit with this arrow, it
  takes an additional 2d4 fire damage.
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  Killshot 1.2 | Design by Jack Wagenschutz and
  Connor Stacey
  
  Grapple Arrow. You must have a 50 ft. rope to craft this item.
  You can shoot this ammunition into a structure such as a cave
  ceiling or building wall. If your shot lands, you can climb the
  rope.
  Slick Shot. You must have a full flask of oil to craft this
  item. When this special ammunition lands in the area of your
  choosing within range, you create an area with a 10 ft. radius
  that is now considered difficult terrain. Creatures that use the
  dash action as they move through this area must succeed on
  a Dexterity saving throw against your ammunition save DC or
  fall prone.
  Siege Arrow. A shot made with this type of special
  ammunition deals double damage against structures and
  constructs.
  Sleep Arrow. A target hit by this shot, must succeed a
  Constitution saving throw against your ammunition save DC
  or fall asleep for 1d4 rounds. Creatures that are size Huge or
  larger automatically succeed their saving throw. This sleep is
  broken if the affected creature is harmed or awoken by
  another creature who has taken an action to shake them
  awake.
  Stunning Shot. When a shot made with this ammunition
  strikes its target, they must pass a Constitution saving throw
  against your ammunition save DC or they are stunned until
  the beginning of your next turn.
  Tanglefoot Bag Shot. The target of this shot must succeed
  on a Dexterity saving throw against your ammunition save
  DC or their speed is reduced to 0 until the beginning of your
  next turn.
  Steady Hand Practice
  For the steady hand, a one in a million shot is the shot that
  misses. Preferring to make every attack count, these ranged
  wonders take their time to calculate the most effective attack
  on their target. With deep breaths, an unblinking gaze, and
  impeccable aim, the steady hand will take any shot no matter
  the odds.
  Keen Eye
  Starting when you choose this practice at 3rd level, your sight
  is focused on hitting your target. You can augment your shots
  using a special dice called marksman dice. You have 4
  marksman dice which are d6s. A marksman die is expended
  when you use it. You regain all of your expended marksman
  dice when you finish a short or long rest.
  When you make a ranged weapon attack roll against a
  creature, you can expend any number of marksman dice to
  add to the roll. You can use this ability before or after making
  the attack roll, but before any effects of the attack are applied.
  Additionally, when you hit with a ranged weapon attack,
  you can expend any number of marksman dice to add to the
  damage. You can use this ability after making the attack roll,
  but before any effects of the attack are applied. Your
  marksman dice change at when you reach certain levels. At
  10th level, they increase to d8s, and they increase again to
  d10s at level 15.
  Aimed Shot
  Beginning at 6th level, while in a focus, you can use a bonus
  action to line up your shot. For the rest of your turn, you can
  add your Wisdom modifier to the attack bonus for ranged
  weapon attacks. You can spend 1 marksman die to use this
  ability while not in a focus.
  Careful Shot
  At 10th level, when you take the attack action on your turn,
  you can forgo all but one of your attacks to gain advantage on
  your remaining attack. Additionally, you can add half your
  proficiency bonus to the attack’s damage if it hits.
  Ricochet Shot
  Starting at 14th level, you can attempt a ricochet shot off a
  nearby structure to hit a creature in full cover. If a creature in
  full cover is within 15 ft. of structure, a ricochet shot can be
  made. You can take a -5 penalty to the attack roll, and the
  creature is considered to have no cover for this attack.
  Dual-Notched shot
  Beginning at 14th level, a dual-notched shot can be used to
  hit multiple enemies. If a creature is within 15 ft. of another
  creature, you can make one attack roll with a -5 penalty. If the
  attack roll beats the first target’s AC, it takes full damage, and
  if it beats the second target’s AC, it takes half damage.
  Multiclassing
  Should you choose to multiclass and take levels in killshot
  alongside those of another class, you must have an ability
  score of at least 13 in Dexterity. When you take your first level
  in this class, you gain proficiency with simple weapons,
  martial weapons, light armor, and medium armor.
  Killshots and Firearms
  If your DM has a world within which guns and other firearms
  exist, the killshot can be a very nice fit for such weapons. It is
  reccomended that the killshot has proficiency with these
  ranged weapons given such a scenario.
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  Killshot 1.2 | Design by Jack Wagenschutz and
  Connor Stacey
  
  Art and Sources
  Source Name and Page Number
  Found on page 1: Sathe Arkona Comm by YamaOrce
  The orignal art and creator's page can be found here: yamaorce.deviantart.com
  Found on page 4: Heavy Crossbow Image from Dark Souls III (a Bandai-Namco product)
  Any images that weren't cited didn't have a traceable original post location.
  Legal Disclaimers
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the
  Coast product names and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
  under the Community Content Agreement for the Dungeon Masters Guild.
  All other original material in this work is copyright 2018 by Connor Stacey and Jack Wagenschutz and published under the
  Community Content Agreement for Dungeon Masters Guild.
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  Killshot 1.2 | Design by Jack Wagenschutz and
  Connor Stacey
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Killshot Class v1.2.pdf