Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Longbow. +3 to hit, Range 600ft.
Hit. 5 (1d6+1) Piercing damage.
Handgun. Ranged Weapon, +-2 to hit, Range 120
Hit: 15 (1d6+11) Piercing damage.
Shortsword. Melee Weapon, +3 to hit.
Hit. 5 (1d6+1) Piercing damage.
Longbow. +5 to hit, Range 150/600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 30/120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (BA Reload)., +5 to hit, Range 150/300ft.
Hit: 7 (1d4+4) Piercing damage.
Longbow. +6 to hit, Range 150/600ft.
Hit. 13 (2d8+4) Piercing damage.
Handgun. Ranged Weapon, +1 to hit, Range 30/120
Hit: 21 (2d6+14) Piercing damage.
Shortsword. Melee Weapon, +6 to hit.
Hit. 11 (2d6+4) Piercing damage.
Crossbow (BA Reload)., +6 to hit, Range 150/300ft.
Hit: 11 (2d4+6) Piercing damage.
Longbow. +6 to hit, Range 150/600ft.
Hit. 18 (3d8+4) Piercing damage.
Handgun. Ranged Weapon, +1 to hit, Range 30/120
Hit: 25 (3d6+14) Piercing damage.
Shortsword. Melee Weapon, +6 to hit.
Hit. 15 (3d6+4) Piercing damage.
Crossbow (BA Reload)., +6 to hit, Range 150/300ft.
Hit: 14 (3d4+6) Piercing damage.
Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow. +6 to hit, Range 150/600ft.
Hit. 9 (1d8+4) Piercing damage.
Handgun. Ranged Weapon, +1 to hit, Range 30/120
Hit: 18 (1d6+14) Piercing damage.
Shortsword. Melee Weapon, +6 to hit.
Hit. 8 (1d6+4) Piercing damage.
Crossbow (BA Reload)., +6 to hit, Range 150/300ft.
Hit: 13 (2d6+6) Piercing damage.
Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow. +7 to hit, Range 150/600ft.
Hit. 14 (2d8+5) Piercing damage.
Handgun. Ranged Weapon, +2 to hit, Range 30/120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +7 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (BA Reload)., +7 to hit, Range 150/300ft.
Hit: 21 (4d6+7) Piercing damage.
Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow. +7 to hit, Range 150/600ft.
Hit. 14 (2d8+5) Piercing damage.
Handgun. Ranged Weapon, +2 to hit, Range 30/120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +7 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (BA Reload)., +7 to hit, Range 150/300ft.
Hit: 28 (6d6+7) Piercing damage.
Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +1. +10 to hit, Range 150/600ft.
Hit. 20 (3d8+6) Piercing damage.
Handgun. Ranged Weapon, +4 to hit, Range 30/120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +9 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (BA Reload)., +9 to hit, Range 200/400ft.
Hit: 29 (6d6+8) Piercing damage.
Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +1. +10 to hit, Range 150/600ft.
Hit. 24 (4d8+6) Piercing damage.
Handgun. Ranged Weapon, +4 to hit, Range 30/120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +9 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (BA Reload)., +9 to hit, Range 200/400ft.
Hit: 45 (8d8+9) Piercing damage.
Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +1. +10 to hit, Range 150/600ft.
Hit. 24 (4d8+6) Piercing damage.
Handgun. Ranged Weapon, +4 to hit, Range 30/120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +9 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (BA Reload)., +9 to hit, Range 200/400ft.
Hit: 45 (8d8+9) Piercing damage.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +2. +13 to hit, Range 600ft.
Hit. 16 (2d8+7) Piercing damage.
Handgun. Ranged Weapon, +6 to hit, Range 120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +11 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (BA Reload)., +11 to hit, Range 500ft.
Hit: 37 (6d8+10) Piercing damage.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +2. +13 to hit, Range 600ft.
Hit. 16 (2d8+7) Piercing damage.
Handgun. Ranged Weapon, +6 to hit, Range 120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +11 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (BA Reload)., +11 to hit, Range 500ft.
Hit: 43 (6d10+10) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 17 Medicine check or they take 22 (4d10) additional bludgeoning damage.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 600ft.
Hit. 17 (2d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (BA Reload)., +13 to hit, Range 600ft.
Hit: 45 (6d10+12) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 18 Medicine check or they take 28 (5d10) additional bludgeoning damage.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +2. +13 to hit, Range 600ft.
Hit. 16 (2d8+7) Piercing damage.
Handgun. Ranged Weapon, +6 to hit, Range 120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +11 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (BA Reload)., +11 to hit, Range 500ft.
Hit: 44 (6d10+11) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 17 Medicine check or they take 22 (4d10) additional bludgeoning damage.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +2. +13 to hit, Range 150/600ft.
Hit. 21 (3d8+7) Piercing damage.
Handgun. Ranged Weapon, +6 to hit, Range 30/120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +11 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (BA Reload)., +11 to hit, Range 250/500ft.
Hit: 77 (12d10+11) Piercing damage.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 600ft.
Hit. 22 (3d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (BA Reload)., +13 to hit, Range 600ft.
Hit: 62 (9d10+12) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 18 Medicine check or they take 28 (5d10) additional bludgeoning damage.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 600ft.
Hit. 17 (2d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (BA Reload)., +13 to hit, Range 600ft.
Hit: 56 (8d10+12) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 18 Medicine check or they take 28 (5d10) additional bludgeoning damage.
Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Cunning Action. The Archer can Dodge, Disengage, or Hide as a Bonus Action.
Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 600ft.
Hit. 17 (2d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (BA Reload)., +13 to hit, Range 600ft.
Hit: 64 (8d12+12) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 18 Medicine check or they take 33 (5d12) additional bludgeoning damage.
Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +4. +19 to hit, Range 600ft.
Hit. 23 (3d8+9) Piercing damage.
Handgun. Ranged Weapon, +10 to hit, Range 120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +15 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (BA Reload)., +15 to hit, Range 700ft.
Hit: 91 (12d12+13) Piercing damage.
Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +4. +19 to hit, Range 600ft.
Hit. 23 (3d8+9) Piercing damage.
Handgun. Ranged Weapon, +10 to hit, Range 120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +15 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (BA Reload)., +15 to hit, Range 700ft.
Hit: 91 (12d12+13) Piercing damage.
Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +4. +19 to hit, Range 600ft.
Hit. 23 (3d8+9) Piercing damage.
Handgun. Ranged Weapon, +10 to hit, Range 120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +15 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (BA Reload)., +15 to hit, Range 700ft.
Hit: 92 (12d12+14) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 19 Medicine check or they take 39 (6d12) additional bludgeoning damage.
Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +4. +19 to hit, Range 150/600ft.
Hit. 27 (4d8+9) Piercing damage.
Handgun. Ranged Weapon, +10 to hit, Range 30/120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +15 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (BA Reload)., +15 to hit, Range 350/700ft.
Hit: 118 (16d12+14) Piercing damage.
Legendary Resistance (OOOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +5. +22 to hit, Range 150/600ft.
Hit. 28 (4d8+10) Piercing damage.
Handgun. Ranged Weapon, +12 to hit, Range 30/120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +17 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (BA Reload)., +17 to hit, Range 400/800ft.
Hit: 121 (16d12+17) Piercing damage.