The Marksman excels at ranged combat, and has gained supreme abilities. Whether by bow or gun, the Marksman makes the most of his shots.
Take Aim
At Level 1, you may spend 1 AP to Take Aim. Taking Aim makes your next ranged attack have a number of benefits. When you target a creature with a ranged attack that is outside your Normal Range and inside your Long Range, this attack is no longer made at disadvantage. If the target is within your normal range, you gain advantage on the attack.
Marksman’s Tricks
At Level 5, you have learned a number of techniques to empower your ranged attacks, known as Marksman’s Tricks. You may choose three of them from the Marksman’s Tricks table. You may use Marksman’s Tricks a number of times equal to half of your Warrior Level, rounded down.
The save DC for Marksman Tricks that require a saving throw is 10 + Your DEX bonus, rounded up, minimum one.
Steady Aim
At Level 9, you no longer make ranged attacks at Disadvantage if an enemy is within 5 feet of you.
Additionally, your Critical Range on ranged attacks increases by 1. (For example, a 19 and a 20 attack roll are both critical hits.)
Rangemaster
At Level 13, you gain a number of benefits from your growing expertise as a marksman.
Your Load action costs 0 AP.
You learn 3 more Marksman Tricks.
When you use the Take Aim ability, you deal one additional weapon damage dice with the next ranged attack made with a bow affected by Take Aim.
Headshot
At Level 17, you find utmost confidence in the most important shots. For 0 AP, before you make a ranged attack, you may declare a Headshot, which is a guaranteed hit and a guaranteed critical. You may use Headshot once per Rest.
Marksman’s Tricks
Marksman’s Trick | Description |
|---|---|
Heel Shot | You make a ranged weapon attack. If the attack hits, reduce the Movement of the target to 5 (if possible) until the end of their next turn. |
Heavy Shot | For 1 additional AP, make a ranged weapon attack. If the attack hits, add 1 additional damage dice to the attack, and the target moves 5 feet in the direction of the shot. |
Deafening Shot | You make a ranged weapon attack with a Gun at a target within 5 feet of you. The target must make a Constitution Saving Throw or become Staggered until the end of their next turn, and Deafened for 1 minute. |
Blindside | For 3 AP, you ready a ranged weapon attack. You make this attack as a reaction when a target uses an Action. If the attack hits, the target must make a Constitution Saving Throw. On a failed save, the action the target was attempting to perform is interrupted. |
Snipe | When you use Take Aim, you may spend 1 additional AP to gain Damage Advantage for your next ranged weapon attack. |
Quickshot | You make a ranged weapon attack at disadvantage, but for 1 less AP. You can only use Quickshot twice per turn. |