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Marksman

L
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

A Lifetime of Training 8th +3 Ability Score Improvement


9th +4 Rapid Shot
One does not reach the level of skill required to be a
10th +4 Firing Focus Feature
Marksman without dedicating many years to the craft. It is
often said that true Marksmen are born with some sort of 11th +4 Support Fire
projectile in their hands, as it is the only explanation for 12th +4 Ability Score Improvement
their affinity to their craft. But even those with natural skill 13th +5 Improved Rapid Shot
need to train, and they train harder than most to make
14th +5 Pierce The Dark
sure that their shots are as perfect as possible.
15th +5 Firing Focus Feature
From Humble Beginnings 16th +5 Ability Score Improvement
17th +6 Improved Backstep
A Marksman is often made out of necessity, though this
isn’t necessarily the case if you should wish it so for your 18th +6 Firing Focus Feature
own Marksman. However, Marksman are typically self- 19th +6 Ability Score Improvement
taught from years of providing food for their families and 20th +6 Avatar of the Hunt
village by hunting animals. It is a basic life skill that also
gives them plenty of reason to hone their abilities, as a
missed shot often leads to losing your prey.

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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

Class Abilities special ammo to damage and suppress foes.


Your chosen focus grants you features at 3rd level and
Ranged Specialist again at 7th, 11th, 15th, and 18th level.
Beginning at 1st level, your expertise and training with
ranged weapons provides you a number of benefits. First,
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th,
you ignore the loading property of ranged weapons.
and 19th level, you can increase one ability score of your
Second, you gain the benefit of the Archery Fighting Style,
choice by 2, or you can increase two Ability Scores of your
which provides a +2 bonus to ranged weapon attacks.
choice by 1. As normal, you can’t increase an ability score
Finally, you are able to produce your own ammunition,
above 20 using this feature. You can also choose to take a
producing 20 arrows or bolts over the course of one hour
feat in place of increasing your ability scores, if feats are
using repurposed materials or old broken ammunition.
allowed.
Traps Extra Attack
Beginning at 1st level, your training in ranged combat also
Beginning at 5th level, you may take two actions at part of
includes methods of delaying and harming foes far afield.
your Attack action.
By spending one hour’s time and 5 gold pieces, you may
create a simple but dangerous trap that weighs 5 lbs.
Keen Eyes and Deft Hands
Later, as an action, you may place and rig the trap against
Beginning at 6th level, your keen eyesight and awareness
the next creature that would step on it. The Trap DCs are
develops to an exceptional state. You gain proficiency in
equal to 8 + your proficiency modifier + your Intelligence
Perception and Thieves’ Tools, gaining Expertise if already
modifier. Trapped squares require a perception check with
proficient.
the same DC to notice, and an equal thieves’ tools check to
disarm. You may make the following kinds of traps:
Rapid Shot
Needle Trap: The creature must then make a Dexterity Beginning at 9th level, you gain the ability to rapidly fire a
saving throw or take 1d8 piercing damage. This damage ranged weapon, attempting to inflict additional harm at
increases by 1d8 at 5th, 11th, and 17th level. the cost of accuracy. When you take the Attack action on
Bear Trap: The creature must make a Dexterity saving your turn, you may use your bonus action to perform an
throw or take 1d8 piercing damage and be grappled additional attack at disadvantage.
until the creature makes a new Strength saving throw At 13th level, you may use your bonus action to perform
to escape as an action on its turn. The DC to escape two additional attacks with disadvantage.
increases by 1 at 5th, 11th, and 17th level.
Exploding Trap: The creature and all creatures within 10
feet must make a Dexterity saving throw or take 1d4
fire damage. This damage increases by 1d4 at 5th, 11th,
and 17th level.

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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

Sniper yourself advantage on all of your attack rolls on the


current turn. You can use this bonus action only if you
The Sniper has trained for a lifetime to master the art of haven’t moved during this turn, and after you use the
true long-range and precise archery. bonus action, your speed is 0 until the end of the current
turn. You can use this ability a number of times equal to
Precise Ballistics your wisdom modifier (minimum one) and regain all uses
Beginning at 3rd level, your knowledge of archery and after a long rest.
marksmanship allow you to hit targets far afield or behind
cover when others would fail. Your ranged attacks ignore
Critical Shot
Beginning at 18th level, you can focus your mastery of
the penalty for firing at long distance as well as half cover.
archery and sharpshooting into an extra damaging and
Called Shot debilitating attack. Once per long rest, as an action, you
Beginning at 3rd level, you gain the ability to accurately may perform an attack making use of your Called Shot
target your opponent's limbs to cripple and disrupt them. feature, even if you had no uses of the ability left. In
When making an attack roll with a ranged weapon, you addition, the effect of the called shot lasts for one minute
may deal an additional 2d4 damage and inflict one of the and the creature has disadvantage on the relevant save.
following effects: Lastly, this attack inflicts an additional 25 damage.

Head - The target suffers a -2 to saving throws until the


start of your next turn. If it is concentrating on a spell, it
Harrier
must also make its constitution saving throw for The Harrier uses a mixture of magic and archery to place
concentration with disadvantage. traps and empower their shots with the elements.
Hands - The target suffers a -2 to attack rolls until the
start of your next turn. The creature must also make a Alchemic Ballistics
strength saving throw or drop whatever it is holding. Beginning at 3rd level, your knowledge of traps and
Legs - The target has its walking speed halved until the alchemy allow you to form a unique edge over other
start of your next turn. It must also make a dexterity archers in battle. When you make a ranged weapon attack
saving throw to avoid falling prone. that deals damage that is not slashing, piercing, or
bludgeoning, that damage ignores resistances.
A creature must have the proper anatomy to use Called
Shot. You may make a number of called shots per day
equal to your proficiency bonus + your Wisdom modifier.
Nerve Ammo: On a successful hit against a creature,
Special Ammo
this ammo deals an additional 4d4 psychic damage. The
Beginning at 3rd level, you can apply your knowledge of
creature must then make a Strength saving throw or be
arcane arts to craft special ammunition. You can craft
poisoned until the end of it’s next turn. Alternatively,
three types of ammo at this level.
this ammo can be shot at a 5 foot square that does not
Concussive Ammo: On a successful hit against a contain a creature, laying a trap. The next creature to
creature this ammo deals an additional 2d4 force step on the square takes 8d4 psychic damage and must
damage. The creature must then make a Strength then make a Strength saving throw or be poisoned for
saving throw or be pushed 5 feet backwards. one minute, making a new save at the end of each of
Alternatively, this ammo can be shot at a 5 foot square it’s turns to end the effect.
that does not contain a creature, laying a trap. The next Roaring Ammo: On a successful hit against a creature,
creature to step on the square takes 4d4 force damage this ammo deals an additional 4d4 thunder damage.
and all creatures within 10 feet must make a Strength The creature must then make a Constitution saving
saving throw or be pushed backwards 5 feet from the throw or be stunned for one round. Alternatively, this
trap. The damage of the ammo and trap are doubled at ammo can be shot at a 5 foot square that does not
10th level. contain a creature, laying a trap. The next creature to
Freezing Ammo: On a successful hit against a creature step on the square takes 8d4 thunder damage and
this ammo deals an additional 2d4 cold damage. The must then make a Constitution saving throw or be
creature must then make a Constitution saving throw stunned for one minute, making a new save at the end
or be slowed until the end of its next turn. Alternatively, of each of it’s turns to end the effect.
this ammo can be shot at a 5 foot square that does not Corroding Ammo: On a successful hit against a
contain a creature, laying a trap. The next creature to creature, this ammo deals an additional 4d4 acid
step on the square takes 4d4 cold damage and must damage. The creature must then make a Dexterity
then make a Constitution saving throw or be slowed for saving throw or take 2d4 acid damage each round until
one minute, making a new save at the end of each of they use an action to remove the acid. Alternatively, this
it’s turns to end the effect. The damage of the ammo ammo can be shot at a 5 foot square that does not
and trap are doubled at 10th level. contain a creature, laying a trap. The next creature to
Shocking Ammo: On a successful hit against a creature step on the square takes 8d4 acid damage and must
this ammo deals an additional 2d4 lightning damage. then make a Dexterity saving throw or take 4d4 acid
The creature must then make a Dexterity saving throw damage each round until they use an action to remove
or be knocked prone and have it’s movement speed the acid.
reduced to 0 until the end of its next turn. Alternatively,
this ammo can be shot at a 5 foot square that does not
Overcharge
contain a creature, laying a trap. The next creature to Beginning at 15th level, you may use your bonus action to
step on the square takes 4d4 lightning damage and boost one of your special ammo shots on that same turn,
must then make a Strength saving throw or be causing it to affect all creatures within a 10 foot radius of
paralyzed until the end of it’s next turn. The damage of the target. The explosive ammo has its area increased to a
the ammo and trap are doubled at 10th level. 20 foot radius. This effect is doubled when you use your
special ammo to lay a trap. You may use this feature a
You may craft an amount of special ammo per day equal number of times equal to your intelligence modifier
to your proficiency bonus + your Intelligence modifier. (minimum 1) and regain all uses on a long rest.
Your special ammo loses its effects after a long rest,
becoming useless. Crafting one special ammo takes one Secret Ingredient
minute. Beginning at 18th level, you add an incredibly rare reagent
Ammo DCs are equal to 8 + your proficiency modifier + of your own design to create an extra potent version of
your intelligence modifier. Trapped squares require a your special ammo. Once per long rest, as an action, you
perception check with the same DC to notice, and an equal may perform an attack making use of one of your special
thieves’ tools check to disarm. ammo features (without consuming a piece of special
ammo). This attack uses its trap variant effect, even when
Trap Master fired directly at a creature. If it is instead used to lay a trap,
Beginning at 7th level, your familiarity with traps lets you the trap deals double damage.
disarm them and repurpose them more easily. You gain
proficiency with thieves’ tools, gaining expertise if you are
already proficient, and can repurpose traps that you and
your allies disarm. When you or an ally disarm a trap or
find a disarmed trap, you may make an Investigation check
(the DC of which is your DM’s decision) to turn the trap
into one of your special ammos, if the trap is composed of
items that could reasonably be repurposed to fit the
theme of your special ammo.

Additional Special Ammo


Beginning at 10th level, you learn to craft more kinds of
special ammo. You also gain proficiency in poisoner’s kits.
Bouncing Throw
Hurler Beginning at 15th level you are able to transform a simple
The Hurler takes a unique approach on ranged combat, thrown object into a bouncing piece of metal and death. As
preferring the use of thrown weapons over bows and the a bonus action, you can enhance your next thrown
like. weapon attack, allowing it to pick a new target after each
successful hit, so long as that new target would be within
Thrown Ballistics the short range of the thrown weapon from the current
Beginning at 3rd level, your unique knowledge of throwing target. Every consecutive hit provides a cumulative -2
weapons confirs you a number of benefits. Ranged attacks penalty to hit, and if your attack misses a target, the effect
with weapons that have the thrown ignore the penalty for ends. You may use this feature a number of times equal to
long distance. You may use Dexterity in place of Strength your strength modifier (minimum one) and recover all
with any ranged attack when using a weapon with the uses on a long rest. Bouncing Throw does not function
thrown property. Finally, you replace the Archery fighting with javelins, darts, or nets.
style with the Thrown Weapon fighting style in Practical
Ballistics. Boulder Toss
Beginning at 18th level, you can draw upon all of your
The Right Kind of Weapon might to throw an object at another creature, ignoring all
Beginning at 3rd level, you gain the ability to uniquely logical constraints. Once per long rest, you may make a
impact your targets based on the type of thrown weapon thrown weapon attack with an object that you could
used to inflict harm. physically carry (typically 15 lbs x Strength score). This
improvised weapon has a range of 60 feet and deals 10d6
Dagger - When throwing a dagger with your attack bludgeoning damage. A creature hit with an object that
action, you may throw one additional dagger with has a weight of at least 200 lbs takes 20d6 bludgeoning
disadvantage. Beginning at 10th level, you may throw a damage instead, and must also make a Constitution saving
second additional dagger with disadvantage. throw equal to 8 + your proficiency modifier + your
Hand Axe - A thrown hand axe ignores the benefits Strength modifier or be stunned until the end of it’s next
provided from a shield or similar item. turn.
Throwing Hammer - When throwing a hammer, a
creature hit by the weapon has its speed reduced by 10
feet until the start of your next turn. Art Credit
Anything Is A Weapon Marksman by u/andydelia
Beginning at 7th level, you gain the ability to use objects
others would find impossible as thrown weapons. You may
throw weapons one size category larger than normal with
no penalty to your attack roll. In addition, you may still use
your proficiency bonus when throwing an improvised Multiclassing
weapon. Finally, you may add your Strength modifier to
In order to multiclass in and out of Marksman, you
the damage of a ranged attack with a thrown weapon, in
addition to using Dexterity to determine the attack and must have a Dexterity score of 13 or higher. When
damage bonus of a thrown weapon. you multiclass into this class, you gain proficiency in
light armor, simple weapons, and woodcarver's
More Kinds of Weapons tools.
At 10th level, you gain access to additional thrown weapon
bonuses:

Javelin - A creature hit with a thrown spear or trident


must make a constitution saving throw equal to 8 +
your proficiency modifier + your Strength modifier. On
a failure, the weapon sticks in the creature, inflicting
1d4 points of damage at the start of each of it’s turns.
As an action, a creature can remove one such weapon
stuck in itself or another creature.
Dart - A creature hit with a thrown dart suffers an
additional 2d6 damage. This bonus damage can be
acid, poison, or psychic.
Net - The escape DC of the net is equal to 8 + your
proficiency modifier + your Strength modifier. In
addition, your Net’s have an AC of 15 and no longer
consume all of your attacks for that turn.

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