Path of the Toxophilite (5e Subclass)
From D&D Wiki
Path of the Toxophilite
|Art of Hawkeye Gough from Dark Souls, by AlvhOmega https://twitter.com/Alvh_Omega|
For some barbarians, their rage is wild and uncontrollable bloodlust. To others, it allows them to enter a trance-like focus state. The tunnel vision that the Path of the Toxophilite barbarians experience when they attack distant enemies enables them to always strike hard and true.
Yours is a path that seeks to become one with the bow, enhancing your ability to use weapons at range. Starting when you choose this path at 3rd level, whenever you make a ranged attack with a Ranged or Thrown weapon, you can use your Strength modifier for both the attack and damage rolls. If you do so while you are in Rage, you may add your Rage Damage bonus to the damage roll. Your Reckless Attack now gives you advantage on all weapon attack rolls using Strength during the turn it is used. When you get the Brutal Critical feature at 9th level in this class, it can also be applied when you make a critical hit with a ranged attack.
At 3rd level when you adopt this path, during a long rest you may permanently alter a non-magical weapon with the Ammunition property by expending an amount of raw materials worth half of the weapon's listed value. The weapon's size doubles in all dimensions, and its weight is multiplied by eight. The weapon's damage die is doubled, it gains the Heavy and Two-Handed properties, and is considered a Martial weapon. Additionally, the weapon gains a Strength requirement equal to the maximum of the doubled damage die. For example, a Great Shortbow deals 2d6 piercing damage and thus requires 12 Strength to use. Once this feature has been used on a weapon, it cannot be used again on that same weapon. Only the most skilled smithies and craftsmen can replicate this process on magic weapons.
After this modification has been made to a weapon, you gain the ability to steady yourself with that weapon as a bonus action in preparation for a powerful attack, as long as you have a Strength score equal to or greater than 1.5 times that weapon's Strength requirement. For example, a Great Shortbow which requires 12 Strength to use can be steadied while you have 18 or more Strength. While you are steadied, your attacks with the weapon deal one extra die of the weapon's damage dice. You are no longer steadied if you move or if your Strength is reduced to below the requirement.
Beginning at 6th level, you know how to strike with force and knock your foes off their feet. When you hit a Large or smaller creature with a Heavy weapon attack, you can use your bonus action to force them to make a Strength saving throw or be pushed up to 10 feet away from you and knocked prone. The DC for this saving throw equals 8 + your proficiency bonus + your Strength modifier.
Once you reach 10th level in this class, you have advantage on Wisdom (Perception) checks that rely on sight. You can see remarkably well at extreme distances, to the extent that you can perceive minute details such as handwritten script or facial features through your line of sight from 500 feet away, as if you were observing from a mere 5 feet.
Starting at 14th level, you can clear the skies. When you hit with a weapon attack against a creature that is falling, floating, flying, or otherwise in the air, that creature has vulnerability to all damage you deal with the attack, regardless of its resistances. The creature retains its damage immunities, however.