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Marksman
ongbow in hand, an elf with long, blond hair
stands on an archer’s tower and begins to Doing A Job Well
fire into the charging horde of snarling The Marksman is admittedly limited in what it does. It is a
goblins. With impeccable accuracy, each ranged attacker with the drawback of staying away from
arrow finds its mark in a vital spot in a show melee combat at almost all costs, as it has no features at
of marksmanship that is almost all that benefit it in that scenario. This is made up for by
unbelievable. As the horde thickens, the rate the fact that, when given the space to operate, the
at which the sniper fires increases, arrows launching in an Marksman will provide invaluable utility and support that
unceasing barrage. will surely be an asset to any team composition.
Sneaking through the treeline, a group of bandits
attempts to sneak up on an unsuspecting caravan of
merchants. It isn’t until too late that they realize that they
Quick Build
were already spotted, and a trap was laid for them. The You can make a Marksman quickly by following these
leader of the bandits steps on an unassuming patch of suggestions. First, make your highest stats Strength or
grass with a piece of flint on it, not seeing the tripwire Dexterity, followed by Intelligence or Wisdom. Second,
attached that snaps, detonating in a large explosion that take the Folk Hero background.
immediately wipes out him and all of his companions.
Backed into a corner, a halfling wearing a bandolier of
various throwing weapons bares his teeth as the wolves
close in on him. However, he is not nervous, as he now has
his opponents grouped together. In a flurry of movements,
he begins to fling his weapons with absolute precision,
somehow managing impossible angles to make even
bladed weapons bounce between the wolves, eviscerating Class Name
and bludgeoning the entire pack to death in a single
Level Proficiency Bonus Features
instant.
Marksmen are masters of ranged non-spell lethality. 1st +2 Ranged Specialist, Traps
They are proficient in all forms of ranged combat to some 2nd +2 Backstep
degree, and their chosen specialization makes them even 3rd +2 Firing Focus
more of a threat. A Marksman likes to keep their distance,
4th +2 Ability Score Improvement
but is still vulnerable to counterattacks from spellcasters
and other ranged attackers. Despite this, a Marksman that 5th +3 Extra Attack
is provided the proper defenses is the perfect source of 6th +3 Keen Eyes and Deft Hands
consistent and safe damage against foes.
7th +3 Firing Focus Feature
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Poison Trap: The creature must make a Dexterity saving
Class Features throw or take 1d8 poison damage and be Poisoned for
one minute. The creature may make a Constitution
As a Marksman, you gain the following class features
saving throw at the end of its turn to end the Poisoned
condition early. The DC to end the poison increases by
Hit Points 1 at 5th, 11th, and 17th level.
Hit Dice: 1d8 per Marksman level
Hit Points at 1st Level: 8 + your Constitution modifier Backstep
Hit Points at Higher Levels: 1d8 (or 5) + your Beginning at 2nd level, your quick reflexes and knowledge
Constitution modifier per Marksman level after 1st that sword range is not the safest place grants you the
ability to tactically disengage from an approaching threat.
Proficiencies
When a creature would move to within 5 feet of you, you
Armor: light armor
may use your reaction to move up to half of your
Weapons: Simple Weapons, Heavy Crossbow, Longbow
movement speed away from them. Once you use this trait,
Tools: woodcarver's tools
you can't use it again until you move 0 feet on one of your
Saving Throws: Dexterity, Intelligence turns.
Skills: Choose three from Acrobatics, Athletics, Deception, At 17th level, this trait is always available, no longer
Insight, Intimidation, Investigation, Perception, requiring you to not move on one of your turns.
Performance. Persuasion, Sleight of Hand, and Stealth
Firing Focus
Equipment Beginning at 3rd level you gain access to your Firing Focus,
You start with the following equipment, in addition to the
a style of ranged combat that grants you unique
equipment granted by your background:
capabilities, focusing your class into a specialized damage
(a) a Longbow and Quiver of 20 Arrows, (b) a Heavy dealer. The Sniper is a straightforward master of ranged
Crossbow and Case of 20 Bolts weapons who specializes in extreme distance
(a) an Adventurer’s Pack or (b) an Explorer’s Pack sharpshooting. The Hurler is a unique ranged combatant
Leather Armor and two Daggers who specializes in throwing weapons to inflict harm. The
Harrier is a magically infused skirmisher who utilizes
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Support Fire Sniper’s Perch
At 11th level, you gain the ability to support your allies with Beginning at 7th level, you gain the ability to swiftly climb
carefully timed attacks to disrupt your foes. When you and make use of the terrain to assault your foes with
make an attack against a creature, that creature becomes precision. You have advantage on Athletics or Acrobatics
marked until the start of your next turn. As a reaction, you checks to climb, and climbing no longer costs additional
may perform a ranged attack against a marked creature movement. In addition, you gain a +2 bonus to attack rolls
when it would roll a d20. If you hit and inflict damage, the when attacking targets that you are at least 10 feet above.
target rolls that roll with disadvantage.
Enhanced Called Shot
Pierce The Veil At 10th level, you gain access to additional called shot
Beginning at 14th level, your eyes have developed to the options and your called shot damage is increased to 4d4.
point where you are able to notice even the slightest of
shifts in the most difficult of conditions. You can not have Eyes - The target suffers a -2 penalty to armor class. It
disadvantage on perception checks that rely on sight and must also make a dexterity saving throw to avoid being
can see normally in lightly or heavily obscured conditions. blinded until the start of your next turn.
In addition, you do not suffer disadvantage on attack rolls Heart - The target is unable to recover hit points until
against creatures that you can not see. the start of your next turn. It must also make a strength
saving throw or suffer damage equal to the attack at
Avatar of the Hunt the start of it’s next turn.
Beginning at 20th level, you may enter the stance of a Throat - The target is unable to use breath weapon
legendary marksman, bringing death to every foe you lay attacks until the start of your next turn. It must also
your eyes on. As a bonus action, you may enter a special make a constitution saving throw or be unable to cast
stance for one minute, during which all of your ranged spells with verbal components for the same duration.
attacks deal an additional weapon die of damage. If you
reduce a creature to 0 hit points on your turn, you may
Precise Shot
extend this effect an additional round. Beginning at 15th level, you are able to channel inaction
into incredible accuracy. As a bonus action, you give
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using GM Binder.