At 4th level, gain two upgrades from the list of abilities below:
Hobbling shot - Make a ranged basic attack with disadvantage. On a hit, the target must make a constitution save. If the target fails, it's movement is halved. On a critical failure, the target is made prone. Can be done with any ranged weapon. Cannot be performed if your attacks are already subject to disadvantage.
Multi shot - as a single ranged bow attack, target two different targets, requiring only one attack roll which incurs disadvantage. Doing so is a weapon maneuver and requires spending an extra bonus action to execute.
Focused shot - When making a ranged attack, you can spend one rest dice to cause the attack to deal 3d6 extra damage and ignore secondary range penalties. This damage increases by 1d6 per character level above 5th.
Cone of arrows - As an action, you can spend 1 rest dice to fire up to 1d4 + your dexterity modifier(min 3) arrows in a cone in front of you. The range is equal to half the weapons first range increment. Up to as many enemies in the cone as arrows fired must make a dexterity save. On a failure, they take your weapon damage.
Intercept - As a reaction, you can make a ranged attack against a flying object or similar projectile. The AC for a thrown object is 14, whereas for another bolt or arrow it is 20 (Subject to GM) knocking it out of the air and preventing its attack/trajectory.
Pincushion - As an attack, spend a rest dice to gain advantage against the target. If the attack lands, gain advantage on all following ranged attacks against the target until the end of your next turn.
Distracting shot - Apply disadvantage to a ranged attack. On a hit, the target must make a wisdom save. The dc is DEX based. If the target fails, the target is distracted and gains disadvantage on it's next attack until your next turn. Cannot be performed if your attacks are already subject to disadvantage.
Skyshot - As an action, create a high arching ranged shot against a target within half the first range increment of the weapon. The target must make a dexterity save. On a failure, they take an instant critical hit. The DC is dex based.
Powershot - The overdraw property no longer applies disadvantage to the attack. Overdraw attacks deal an extra 1d6 damage, and windup attacks with ranged weapons deal an extra 1d3 damage per action spent.
Learn an extra maneuver at 5th fighter level.
At 4th fighter level, gain 2 upgrades from either the tactical training, survival training, or battle engineering branches of the fighter skill tree.
At 5th level, choose one ability from below:
Keen eye - You gain a +1 bonus to wisdom. So long as you have not moved since the start of your turn, your weapon attacks gain a +1 bonus to hit, and you gain a +2 bonus to perception checks.
Arrow stab - You gain a +1 bonus to dexterity. You can perform a stab with an arrow or bolt in place of an attack of opportunity: finesse, light, 1d6 piercing. On a critical hit, the target is blinded. If the attack is not blocked, you can move 5 feet as a free action. If you happen to use a special piece of ammunition, it can be applied to the target.
Power draw - You gain a + 1 bonus to strength. Your overdraw no longer incurs disadvantage.
Dexterous routine - Reduce the reload property of weapons you wield by 1. During a rest, you can spend 1 rest dice to modify a crossbow, granting it 3 routine points. A routine point can be spent to treat a critical failure on an attack roll as just a miss. You can spend 1 routine point to grant an attack with the weapon advantage.
Ammunition expert - Special bolts, arrows, or other forms of ammunition that deal additional damage, or have a DC based effect, gain a +1 bonus to instances of damage, and a +1 bonus to any associated DC. You may spend a rest dice during a short rest to create one of the following:
1d4+1 elemental bolts or arrows - each deals 1d6 extra damage that is either fire, cold, acid, or lightning damage.
1d8 sharpened bolts or arrows - each has it's critical range increased by 2.
1d6 barbed bolts or arrows - each has a -1 penalty to hit and applies an instance of bleed when the attack roll is a (20 - dexterity bonus) or higher.
2d4 broadhead bolts or arrows - each has a -1 penalty to hit and has its damage dice increased by 1 size category.
1d10 balanced bolts or arrows - each has a +1 bonus to hit.
At 6th level, the critical multiplier for your ranged weapon attacks is increased by 1. Whenever you land a critical hit with a ranged weapon, you regain 1 rest dice.
At 6th level, you learn an advanced combat style. Choose one from below. Once selected, the choice cannot be made.
Barrage - You can spend a rest dice to gain an extra attack with bows. This effect lasts until you spend a turn not firing a bow or take damage.
Crossbow mastery - You can reload crossbows as a free action. Per previous reductions in reload property for crossbows, gain a +1 bonus to block DC with crossbow attacks.
Eagle eyes - Your effective range with all ranged attacks is doubled, provided you can see the target. Targets cannot use half cover against your attacks.
Arrow rain - You can spend a full round action to fire 5d4 pieces of ammunition into the sky, with an eventual 15ft radius circle target area on the ground within weapon range. On your next turn, you can deal 1d4+1 piercing damage to a creature or object at any point within the target area, up to a number of times equal to arrows fired. The same tile cannot be targeted more than 4 times.