Identity
Sharpshooters are the Gunslingers who reduced the encounter to one shot and one breath. They are the Halcyion counter-sniper detachments, the Aurelion solar-shooters trained on the Spire's outer balconies, the Black Meridian assassins on retainer for any contract that calls for a single round from a thousand meters. They are the most patient of Gunslingers — they will sit a ridge for two days for a clean shot — and the most surgical. Where the Frontier Marksman closes to Near range to read the eyes, the Sharpshooter does not need the eyes; the scope is enough.
Features
- L3 Steady Shot
On your turn, you may forgo your bonus action to gain advantage on the next firearm attack roll you make with a weapon that has the **two-handed**, **heavy**, or **sniper** property before the end of your turn. The advantage is lost if you move more than 5 ft, are forced to make a saving throw against being knocked Prone or Restrained, or take damage from any source before the attack resolves.
- L7 Spotter's Eye
As a bonus action, you can spend a moment reading wind, light, and silhouette and mark one creature you can see within Far or Extreme range as a **Spotted Target** for your allies. Until the end of your next turn, the first attack roll made by you or an ally against the Spotted Target each round has advantage, and on a hit the attack deals an additional 1d6 damage. You can use this feature a number of times equal to your WIS modifier (minimum 1) per short rest. If you and the Spotted Target lose mutual line of sight before the duration expires, the mark fades.
- L11 Headshot
Your critical hit range with firearms expands to 19–20. Additionally, when you score a critical hit with a firearm against a creature whose HP is at or below half its maximum, the critical hit roll is multiplied by 3 instead of 2 (i.e., roll the weapon's damage dice three times and add modifiers once). The cinematic name is decorative; the math is the point.
- L15 Phase Bullet
Your rounds reach the target through interfering material that lesser shooters cannot. Once per turn, when you make a firearm attack against a creature, you can declare the shot a **Phase Bullet**: the attack ignores all cover short of total cover (full walls, fortifications, vehicles considered as cover) and ignores up to 4 ft of intervening soft barrier (foliage, dust, smoke, light atmosphere, glass, paneling). Total cover still blocks the shot. You can use Phase Bullet a number of times equal to your proficiency bonus per long rest.
- L18 Million Meter Shot
Once per long rest, as an action, you may take **The Long Shot**: choose a single creature you can identify by sight, scope, drone-feed, or other reliable optical/digital channel — anywhere within the same star system, provided you have a clean enough fix to make the shot (GM rules on what counts; line-of-sight via relay drone or orbital optic is sufficient). Make a single firearm attack against the target with advantage, ignoring all cover short of total cover and ignoring range penalties entirely. On a hit, the attack deals its normal damage plus an additional 8d10 of the weapon's damage type, and the target must succeed on a CON save against your Trick Shot DC or fall **Prone** and be **Stunned** until the end of their next turn. The shot is loud enough — across every relay it traveled — that local authorities will know it happened, even if they cannot trace it back to you.