Black Feather Conclave

Those who follow the Black Feather conclave are mysterious archers that are only spoken about in whispers by common folk. The only signs of their passing are the raven feathers that sprout from the hearts of gang leaders, assassins and bandits.

Black Missiles

At 3rd level, your ranged ammunition becomes infused with dark magic. You can choose for your arrows to have black feathers and tips or a similar design for other projectiles. They deal an extra 1d4 necrotic damage. This damage increases by 1d4 at 9th and 15th level.

In addition, you can no longer run out of ranged ammunition, provided you use this ammunition for attacking.

Careful Aim

At 3rd level, you have honed your aim with ranged weapons. You cannot hit your allies if you do not choose to, even if they are in the path of your shot.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Lethal Shot

At 7th level, you can use your bonus action to try and find a weakness in a target. Make a Wisdom (Perception) check. The DC is the AC of the target. On a success, your next ranged weapon attack hit this turn is a critical hit. Your concentration on a spell automatically ends. You can use this feature a number of times equal to your Wisdom modifier and regain all uses at the end of a long rest.

Precision

At 11th level, your shots are so precise that you still manage to do minor damage if your aim slips. If you miss with a ranged weapon attack by less than 5, the target instead takes half damage and no extra necrotic damage.

Weak Spot

At 11th level, whenever you make a critical hit with a ranged weapon, you can choose to target one of the body parts on the Weak Points table. It must make a DC 20 saving throw or suffer the effects until the start of your next turn.

Alternatively, you can make any difficult but feasible shot at the DM’s discretion. For example, you could hit a small ring 50ft. away to impress a group of nobles.

Weak Points Body Part Saving Throw Effect Chest Constitution poisoned from organ damage Foot Dexterity or Constitution fall prone and have their speed reduced by half Leg Dexterity or Constitution stumble back 10ft. and speed reduced to 0ft. Arm Strength cannot use that arm to hold a weapon, perform somatic components of a spell, grapple etc. Head Constitution or Wisdom its concentration is broken and it has disadvantage on Intelligence, Wisdom and Charisma saving throws Eyes Constitution blinded Ears Constitution deafened Mouth Constitution unable to speak or cast spells with verbal components Other DM's discretion unable to use or recharge a specific action (apart from Multiattack, Spellcasting or a weapon attack); legendary creatures and any other creatures at the DM’s discretion are immune to this effect.

Never Miss

At 15th level, whenever you make a ranged weapon attack, you can choose for your attack roll to equal your Dexterity score. You cannot add positive modifiers to this number, but penalties are applied as normal. You must make this choice before the attack roll. This attack cannot be a critical.

Credit: made with The Homebrewery, image from http://darksouls3.wikidot.com.