Rifle Expert (5e Subclass)
Rifle Expert[edit]
Fighter Archetype
“ | You might have escaped death from countless enemies... but you wont ever escape my rifles line of sight. | ” |
—Daybin, Rabbitfolk Rifleman |
Rifle Experts are known for their expertise in long range shootings, typically using anywhere from a Arquebus to the iconic Musket. Hunting Animals and other smaller creatures are their expertise, although hunting larger creatures arnt that much difficult for them. Aiming with pure judgement, knowing when to pull the trigger, picking the right targets, planning where the next shot will be, even half cover wont stop their bullets from reaching their marks.
Prone Shooter[edit]
Starting at 3rd level, you have learned to take full advantage of a prone position while shooting. You can spend your bonus action while prone to take your next attack roll with advantage, rather than the usual disadvantage you receive from being prone. You can use this bonus action only if you have not moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Overwatch[edit]
Starting at 3rd level, you have learned to use your distance from the fight to watch for fading opportunities. While prone, when you take the attack action on your turn, instead of performing one of your attacks, you may enter overwatch until the start of your next turn. When a Hostile creature that you can see moves whilst you are in overwatch, you can make one ranged Attack against the provoking creature. Creatures who have taken the disengage action this turn cannot be targeted using this ability. Creatures who teleport or are moved without using their movement, action or reaction also cannot be targeted using this ability.
Long Shot Sniping[edit]
Starting at 7th level, you have learned to use your weapon’s great range to your advantage. Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack if the target is 60ft away from you or further. The attack must use a ranged weapon. An additional 1d6 is added to the damage at levels 9, 11, 13, 15, 17 and 19.
Trick Shot[edit]
Starting at 10th level, you have learned a few unorthodox ways to use your shots to your advantage. You gain three of the following Trick Shot options of your choice. You gain another one at 17th level.
You can use only one Trick Shot option on an attack when you make it, its effects triggering in addition to the attack. You can use this feature a number of times equal to your level and regain all expended uses when taking a long rest. When you use this feature, it remains active until your next turn, allowing you to perform multiple trick shots if you take multiple attacks without using additional uses. Your Trick Shot save DC is equal to 8 + your dexterity modifier + your proficiency bonus.
- Pepper Ball Shot.
Fire a shot that releases an irritating powder. The target creature must make a constitution saving throw against your Trick Shot save DC or become blinded for 1 round, if the creature fails by more than 10 the target falls prone. Creatures that are immune to acid damage are immune to this effect.
- Disarming Shot.
Fire a shot at something a target is holding to disarm them. The target creature must succeed at a strength saving throw against your Trick Shot save DC or drop one item of your choice that it is holding. The object lands at the target’s feet.
- Ricochet.
Fire a shot that ricochets around corners. Your attack ignores the effects of half- and three-quarters cover.
- Bullseye.
Shoot your target right between the eyes… if it has them. Your attack deals an additional 1d10 damage.
Camouflage[edit]
Starting at 15th level, you can use your environment to hide from your prey. While prone, you can hide as a bonus action, you have advantage on the resulting stealth check.
Breath Control[edit]
Starting at 18th level, you learn to hold your breath for long periods of time to achieve better aim. You can calm your nerves as an action, supressing any effect causing you to be frightened and giving you a +2 bonus on attack rolls for the next minute. This effect ends early if you take damage.
Back to Main Page → 5e Homebrew → Character Options → Subclasses