As an experianced fighter and hunter you have developed a unique combat style to dedicate yourself too. You can choose to put emphasis on ranged combat by learning Trick Shots or to specialize in close combat, by learning Melee Maneuvers. You may only use the abilities under one style when you gain this feature. You gain the second Combat Style at 5th tier. You may also gain additional combat styles as you take other features.
You may use the abilities from one combat style a number of times per long or short rest, equal to your Wisdom modifier + your proficiency bonus. And these uses do not expend the remaining uses of other combat styles (for example, you may have 6 trick shots and 6 melee manuvers per day after gaining access to both styles). You don't spend uses of your Combat Style when using it against your Favored Enemy.
Some combat styles require a saving throw to avoid its effects. The save DC equals 8 + your proficiency bonus + your choice between Strength or Dexterity.
At 9th tier, when you roll initiative and have no uses of your Combat Style, you regain one use.
Shooting a ranged weapon has become so easy to you that you've decided to challenge yourself by making trick shots. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action.
Disarm
When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction.
At 5th tier, the target also takes additional 1d8 damage. The damage increases to 2d8 at 7th tier.
Pin
When you hit a creature with a ranged weapon attack, the target is restrained until the end of your next turn.
At 5th tier, the target becomes paralyzed. At 7th tier, the target takes additional 1d8 damage.
Head Shot
When you hit a creature with a ranged weapon attack, the target takes additional 1d10 damage. The damage increases to 2d10 at 5th tier and 3d10 at 7th tier.
Poison Arrow
When you hit a creature with a ranged weapon attack, the target takes additional damage equal to 1d8 poison.
At 5th tier, the creature is also poisoned until the end of your next turn. At 7th tier, the poison damage increases to 2d8.
Forceful Shot
When you hit a creature with a ranged weapon attack, the target must make a Strength saving throw. On a failure, it takes 2d6 damage, and is pushed 10 feet back. On a success, takes 1d6 and is not pushed.
At 5th tier, the target is pushed 20 feet back and you can choose to knock it prone. At 7th tier, you cause 4d6 additional damage on a failed save, or 2d6 on a success.
Setup Shot
When you hit a creature with a ranged weapon attack, you have advantage on your next attack roll made until the end of your next turn.
At 5th tier, the attack made with advantage deals additional 1d8 damage on a hit. At 7th tier, that attack is a critical.
Volley
As an action, you can make one attack against each creature within 15 feet. Make a single attack against each target.
When you make an attack with a melee weapon, you may give it one of the following effects. You may only add one effect per attack and only one per action.
Deep Cut
When you hit a creature with a melee weapon attack, the target takes additional 1d6 damage and must make a Constitution Save or start start bleeding on a fail. The target starts taking 1d4 necrotic damage are the end of each of their turn until they or someone else uses their action to makes a medicine check against your save DC. The additional damage increase to 2d6 and the necrotic damage to 1d6 at 5th tier; and to 3d6 and the necrotic damage to 1d8 at 7th tier.
Crippling Blow
When you hit a creature with a melee weapon attack, the target's movement speed is halved until the end of your next turn. At 5th tier, the target is also knocked prone. At 7th tier, the target's speed is reduced to 0.
Stunning Blow
When you hit a creature with a melee weapon attack, the target must succeed on a Constitution saving throw or is stunned until the end of your next turn. At 5th tier, the target takes additional 1d8 with this attack, and 2d8 at 7th tier.
Brutal Cut
When you hit a creature with a melee weapon attack, the target takes additional 2d8 damage. The damage increases to 3d8 at 5th tier and 4d8 at 7th tier.
Whirlwind
As an action, you can make one attack against each creature within melee reach. Make a separate attack for each opponent.