Martial Archetype:

Sharpshooter

The archetypal sharpshooter is a master of the craft of archery. These fighters prefer to fight at long range and have learned to create specially designed arrows for specific tasks.

Master of the Bow

When you choose this archetype at 3rd level, you have become a master of the bow. When you use a longbow or heavy crossbow, you are able to use your strength modifier instead of dexterity when determining attack and damage modifiers.

Arrow Crafter

Special Arrows You have learned to create special arrows, some infused with magic and some merely the work of better craftsmanship. Starting at 3rd level, you are able to craft 5 special arrows at the end of a long rest. This number is increased to 10 at 8th level, 15 at 13th level, and 20 at 18th level. You can make 5 of each special arrow. You are only able to shoot a special arrow once per turn.

Level 2 Arrows Some special arrows have upgraded versions. You can only make up to 3 2nd level arrows and once you make them, you cannot also make the 1st level arrows. you are only able to make these arrows at level 13. Unless specified so, these arrows also have the abilities of their 1st level type.

Saving Throws Some of your arrows require the target to make a saving throw to resist it's effects. The Saving throw DC is calculated as follows:

Arrow Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier

Silent Archer

At 7th level, your ranged attacks make no noise. Whenever you make a ranged attack with stealth, you roll a Dexterity(Strength) check contested by the enemies Wisdom(Perception) check. If you succeed, you are able to remain in stealth. If you fail, you give away your location.

Eagle's Eye

At 10th level, you gain proficiency in the perception skill. If you already have proficiency in the perception skill, you gain expertise in it. You gain the ability to more steadily aim your shot, forgoing one attack action. This allows you to add an extra modifier to your attack and damage roll equal to your proficiency bonus.

Targeted Shots

At 15th level, before you take your Action, you may set up a multishot. Whenever you take the Attack action with a ranged weapon, you are only able to attack one target. For every attack you hit, you gain a boost to the damage equal to 2d4. If you miss an attack, the multishot stops, you are unable to make any more attacks, and you cannot use Action Surge until the start of your next turn. You are able to do this an amount of times equal to half your proficiency bonus rounded up. You regain all uses at the end of a long rest.

Impeccable Aim

after you make an attack, but before the DM announces whether it hits, you can reroll the attack. you can use this feature twice per long rest. you regain all uses at the end of a long rest.

Special Arrows

The arrows are listed in alphabetical order.

Acid arrow. When you hit an enemy with this arrow, they take an extra 1d6 acid damage, and suffer a malus to their AC equal to half your proficiency bonus, rounded up.

Acid Arrow Level 2. When you hit an enemy with this arrow, they take an extra 1d8 acid damage, and suffer a malus to their AC equal to your proficiency bonus.

Blasting Arrow. When you hit an enemy with this arrow, they take an extra 1d6 force damage, and roll a d4. They are pushed back in a straight line in any direction you choose equal to 5 * the number you roll on the die.

Blinding Arrow. When you hit an enemy with this arrow, they are blinded for until the end of your next turn.

Blinding arrow Level 2. When you hit an enemy with this arrow, they are blinded for 30 seconds.

Disabling Arrow. When you hit an enemy with this arrow, you can force them to make a Dextrrity saving throw. On a failure, they are knocked prone. On a success, they take an extra 1d4 piercing damage.

Level 2 Disabling Arrow. When you hit an enemy with this arrow, you can force them to make a constitution saving throw. On a failure, they are paralyzed.you do not force the enemy to roll a saving throw to avoid being knocked prone.On a success, they take an extra 1d6 piercing damage.

Explosive Arrow. after you shoot this arrow, whether it hits or misses, every creature within a 10ft. sphere of the target of the attack takes 1d4 bludgeoning damage. This can move objects or shatter them, at the DM's discretion.

Fire Arrow When you hit an enemy with this arrow, you can force them to make a dexterity saving throw. On a failure, they take extra 1d8 fire damage, and will take 1d8 fire damage at the beginning of each of their turns. As a bonus action, they can make a dexterity saving throw to put out the flame, ending this effect. On a success, they will take 1d8 extra fire damage. This arrow ignites any non-worn flammable materials.

Light Arrow This arrow has a glowing light that provides bright light for a 10 ft. sphere and dim light for a 20 ft. sphere.

Necrotic Arrow When you hit an enemy with this arrow, they take an extra 1d4 necrotic damage. They gain disadvantage on all constitution or strength rolls until the end of their next turn.

Necrotic Arrow Level 2. When you hit an enemy with this arrow, they take an extra 2d4 necrotic damage. You are healed the amount of damage you dealt to them.

Piercing Arrow. When you make the attack roll to hit an enemy with this arrow, you gain a bonus to the attack roll equal to half your proficiency modifier.

Piercing Arrow Level 2 When you hit an enemy with this arrow, it continues through them in a straight line in any direction you choose for 10 feet. If an enemy is in this path, they will be hit. This arrow can only hit 1 additional enemy.

Poisoned Arrow. When you hit an enemy with this arrow, you can force them to make a constitution saving throw. On a success, it applies the poisoned condition on them, and on a failure you deal an extra 1d6 poison damage

Rope Arrow. This arrow has a 30 ft. rope attached to it.

Serrated Arrow. When you hit an enemy with this arrow, they are unable to be healed for 1 round. The next time they are healed after that, they instead take an amount of damage equal to the half the healing, rounded up.

Serrated Arrow Level 2. When you hit an enemy with this arrow, they are unable to be healed for 1 round. The next time they are healed after that, they instead take an amount of damage equal to the healing plus 2d8. This replaces the damage done by the 1st level serrated arrow.