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HZ Marksman 2.0 Covered Current Release
HZ Marksman 2.0 Covered Current Release
Marksmanship is an exacting path, which calls to
obsessive, detail-oriented people. True mastery of the art
demands both constant training and constant study.
Gravity, wind, air resistance, statics and kinetics,
mathematics, meteorology, optics, anatomy… an endless list
of theories and formulae fill a marksman’s mind. The
perfect shot is crafted as much in the library as on the
range, and a devoted marksman may go to great lengths in
search of obscure teachings or lost secrets pertaining to
their passion.
As you build your Marksman, consider two questions which
may be particularly relevant to your character. How did you
come by your weapon of choice, and how did you become
trained in its use?
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Marksman Class Table
As a Marksman, you gain the following class features. Proficiency
Level Bonus Features
1st +2 Marksman’s Shot, Proper Positioning
Hit Dice: 1d6 per Marksman level
Hit Points at 1st Level: 6 + your Constitution modifier 2nd +2 Trained Spotter, Calculated Cover
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution 3rd +2 Marksman’s Archetype
modifier per Marksman level after 1st
4th +2 Ability Score Improvement
5th +3 Marksman’s Shot Improvement (2 dice),
Armor: Light armor, shields Muscle Memory (3d20)
Weapons: Simple weapons, martial weapons
6th +3 Marksman’s Archetype Feature
Tools: None
Saving Throws: Dexterity, Intelligence 7th +3 Excessive Precision
Skills: Choose two from Acrobatics, History, Insight, 8th +3 Ability Score Improvement
Investigation, Perception, Sleight of Hand, and Stealth. 9th +4 Astonishing Skill
10th +4 Marksman’s Archetype Feature
You start with the following equipment, in addition to the 11th +4 Marksman’s Shot Improvement (3 dice),
equipment granted by your background: Muscle Memory improvement (4d20)
• (a) a longbow and a quiver of 20 arrows or (b) five
12th +4 Ability Score Improvement
javelins and a belt of five handaxes
• (a) an explorer’s pack or (b) a dungeoneer’s pack 13th +5 Counterfire
• ten throwing darts, a shortsword, a shield, leather armor, 14th +5 Marksman’s Archetype Feature
and one ranged or thrown weapon of your choice. 15th +5 Refined Targeting
16th +5 Ability Score Improvement
17th +6 Marksman’s Shot Improvement (4 dice),
A Marksman’s pride and joy, the product of countless hours Muscle Memory Improvement (5d20)
of training and study. Beginning at 1st level, you may take
18th +6 Multiple Impact Mastery
an action to make an especially damaging ranged weapon
attack using a ranged or thrown weapon. If you use that 19th +6 Ability Score Improvement
weapon with two hands, you may treat its weapon damage 20th +6 Marksman’s Archetype Feature
die as 1d10 for the purpose of this attack. If you use it with
one hand, you may treat its weapon damage die as 1d8.
You may add your Intelligence modifier as an extra bonus
to the attack roll and the damage of this shot.
You may not make any other attacks on the same turn you
take this action, neither before nor after, unless those
attacks are specifically granted as Marksman’s Shots.
You’ve studied the techniques used to recognize fine
When you reach your 5th, 11th,
and 17th
levels in this class, details and gained experience discerning subtle cues
the damage of this attack is increased by one additional where others see only blurry shapes. At 2nd level, only if
weapon damage die. your sight is applicable, you gain an extra bonus to your
active and passive Wisdom (Perception) and Intelligence
(Investigation) checks equal to your Intelligence modifier.
Also at 1st level, you’ve learned many ways to put yourself in
a good tactical position, and many ways to capitalize on
one. When you take the Dash action, the amount of extra Also at 2nd level, your intensive study of trajectories and
movement you gain is increased by a number of feet equal angles has improved your ability to use cover. The bonuses
to 5 times your Dexterity modifier. You also gain a climbing you receive from ½ and ¾ cover are increased by +1. When a
speed and long jump distance equal to the same amount, melee attack is made against you, if a plausible impediment
which last until the end of your turn. such as a barrel, goblin, or ally is both adjacent to you and
Whenever you make a ranged attack, if you are at a higher within the attack’s reach, you may take a reaction to briefly
elevation than or have the benefit of cover with respect to twist aside and gain the benefit of ½ cover against that
the target, you gain advantage on that attack. attack. You don’t move out of your space when doing so.
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When you reach 3rd level, you choose an archetype to Starting at 7th level, just hitting the target isn’t good enough
represent your unique motivations, habits, and techniques anymore. You can always find a weaker link in a chain shirt;
of marksmanship: Guardian, Gambler, or Executioner. slice open a millimeter more of throbbing artery. When you
They are detailed following this class description. The style take a Marksman’s Shot with advantage and score a hit
you choose grants you unique features when you choose it using the highest attack roll, you may further determine
at 3rd level, and again at 6th, 10th, 14th, and 20th levels. whether any of the other attack rolls you made would have
resulted in a hit. For each one that would, you may add one
additional weapon damage die to the damage of that attack.
When you reach 4th, 8th, 12th, 16th, and 19th levels, you can
increase one ability score of your choice by 2, or two ability
scores of your choice by 1. As normal, you can't increase an At 9th level, you’ve developed skills that seem wondrous and
ability score above 20 using this feature. incredible to others. When you make a ranged attack, you
may attempt to perform an especially impressive trick of
mastery with that shot by taking a -10 penalty to the attack
By 5th level, your long hours of practice have instilled you roll. If it hits, describe your accomplishment. Creatures that
with the routine actions of the perfect shot. When you take witness a successful attempt are astounded, and you have
a Marksman’s Shot with advantage, your muscle memory advantage on any attempt to persuade or intimidate them
kicks in. Instead of making the attack roll twice, you may for the next hour. Creatures that witness an unsuccessful
roll 3d20 and take the highest result for your attack roll. attempt become immune to this effect for the next 24 hours.
When you reach your 11th and 17th levels in this class your
muscle memory improves, and you may roll an additional Upon reaching 13th level, your aim has become so quick
d20 for this effect. and true that you can shoot incoming projectiles right out of
the air. When you see a creature make a ranged weapon
attack against you, you may take a reaction to make a
Marksman’s Shot against the incoming projectile. Contest
the incoming attack roll with your own. If your attack meets
or exceeds your opponent’s attack, your shot knocks the
incoming attack off-target and it automatically misses.
Beginning at 15th level, your accuracy extends even to a
target’s accessories and items. Your Marksman’s Shot can
target an object even if it is being worn or held, such as a
pendant around a creature’s neck or a satchel tied to their
belt. You choose whether the target object takes damage or
flies off, carried away on the tip of your projectile. Your shot
can’t carry off tightly grasped objects such as wielded
weapons, or tightly bound garments such as pieces of armor.
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choose to reduce that target’s speed by 20 feet until the end
of its next turn, or blind or deafen it for the same duration.
Your choice of archetype reflects not only the techniques
you employ, but also your motivations and goals; your
personality both on the battlefield and off. Upon reaching 14th level, you’ve learned to extend the reach
of your projectile protection. You may use Counterfire in
response to ranged weapon attacks made against any
creature within the maximum range of your weapon.
A guardian is devoted to marksmanship for the sake of
others. They leverage their talents towards neutralizing
hostilities and protecting the vulnerable. In times of peace At 20th level, your protection is uncompromising. Nothing is
they work to keep it, and when violence is unavoidable, they beyond your ability to deny. You gain a special reaction that
seek a swift and decisive resolution. you can take once on every creature's turn, except your
turn. You can use this special reaction only to use
Counterfire, and you can't use it on the same turn that you
take your normal reaction. You may also use Counterfire in
response to a creature you can see casting a spell, to disrupt
the spell’s magic with your shot. When you attempt this, the
target number you must hit to successfully counter a spell is
20 + (2 * the spell’s level). Countering a spell this way causes
it to fail with no effect but does not damage to the caster.
A gambler’s first love is Lady Luck. They relish the chance
to show off their skill, but they also understand that fortune
trumps all. They tend to be more easygoing than other
marksmen, meeting good times and bad with equal cheer.
When you take on this style at 3rd level, you aim to weaken
your targets and destroy their means of aggression. When
you hit a creature with a Marksman’s Shot, it suffers a
-1d4 penalty on attack rolls until the end of its next turn.
Starting at 6th level, you can help your allies escape bad
situations. When you take the Dash action on your turn, you
also gain the ability to grapple one willing creature as a
bonus action until the end of that turn. A willing creature
grappled this way does not contest your grapple check and
becomes automatically released at the end of your turn.
When you pull a willingly grappled creature along with your At 3rd level, you’ve learned that luck can be just as good as
movement, they do not provoke opportunity attacks and skill. Whenever you roll the maximum value on one of your
they do not impede your movement or reduce your speed. weapon damage dice for a Marksman’s Shot, you may roll
one more weapon damage die for that shot. This effect may
apply to any bonus weapon damage dice, including those
At 10th level, you learn how to precisely cripple your foes. granted by a critical hit or this effect itself, but the number
When you hit a creature with a Marksman’s Shot, you may of dice granted by this effect is not doubled by a critical hit.
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a Marksman’s Shot as a bonus action until the end of that
By 6th level, you’ve learned to make your own luck. Once turn. You may also trigger this feature of your own will
per turn, when you roll a weapon damage die for a once, at any time on your turn without needing to meet the
Marksman’s Shot, you may change the result to the usual trigger condition, and you regain the ability to do so
maximum value. You can use this feature a number of when you finish a long rest.
times equal to your Intelligence modifier, and you regain all
expended uses when you finish a long rest.
At 10th level, you’ve learned to deliver your Marksman’s
Shot in such a way that it pierces through your target
When you reach 10th level, you learn to get out while the entirely. When you hit a creature with your Marksman’s
getting’s good. When you use your Loaded Dice feature, you Shot, your shot passes through the target and continues
gain the benefits of the Disengage and Dash actions until the onwards along its path. You may roll a Marksman’s Shot
end of that turn, including your Proper Positioning feature. attack against the next creature in the way of that
trajectory, if there is one. Your projectile stops in that
second target if you hit it, or glances harmlessly to the
Starting at 14th level, you may also use your “Jackpot!” ground if you miss or decline to make this attack. If a
feature when you roll a 7. Marksman’s Shot you took reduces a target to 0 hit points,
it always passes through that target no matter how many
targets it pierced previously.
At 20th level, you’re not even pretending to play a fair game
anymore. When you use your “Jackpot!” feature, you may roll
three additional weapon damage dice instead of just one. When you achieve 14th level, you learn how to spot the
weakest points on a target with your Cruel Eye. When you
successfully investigate a target with A Cruel Eye, your
Executioners see themselves as the plainest practitioners of Marksman’s Shots against that target gain a damage bonus
marksmanship. To them, a weapon is a tool of deadly of one additional weapon damage die. This bonus lasts for
violence, and a marksman’s purpose is to do such work. up to one minute, ending early if you lose sight of the target.
Some executioners are cruel sadists, drawn to it by a taste
for blood. Some are solemn and stoic, heralds of a silent
At 20th level, you’ve learned to lay your targets low with
end. All are exceptional, superlative, consummate killers.
dreadful certainty. When you deal damage with a
Marksman’s Shot, if that damage reduces the target’s hit
points to 50 or less, the target dies. Causing a target to die
this way activates your Bloodrush feature and allows your
shot to pass through that target with Overpenetration.
In a game following the multi-classing rules (PHB pg.163),
these additional rules apply to the marksman.