marksman - gmbinder.com

7
Marksman Marksman Marksman Marksman Marksman

Upload: others

Post on 23-Jul-2022

5 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Marksman - gmbinder.com

MarksmanMarksmanMarksmanMarksmanMarksman

Page 2: Marksman - gmbinder.com

Marksman

L

ongbow in hand, an elf with long, blond hairstands on an archer’s tower and begins tofire into the charging horde of snarlinggoblins. With impeccable accuracy, eacharrow finds its mark in a vital spot in a showof marksmanship that is almostunbelievable. As the horde thickens, the rate

at which the sniper fires increases, arrows launching in anunceasing barrage.

Sneaking through the treeline, a group of banditsattempts to sneak up on an unsuspecting caravan ofmerchants. It isn’t until too late that they realize that theywere already spotted, and a trap was laid for them. Theleader of the bandits steps on an unassuming patch ofgrass with a piece of flint on it, not seeing the tripwireattached that snaps, detonating in a large explosion thatimmediately wipes out him and all of his companions.

Backed into a corner, a halfling wearing a bandolier ofvarious throwing weapons bares his teeth as the wolvesclose in on him. However, he is not nervous, as he now hashis opponents grouped together. In a flurry of movements,he begins to fling his weapons with absolute precision,somehow managing impossible angles to make evenbladed weapons bounce between the wolves, evisceratingand bludgeoning the entire pack to death in a singleinstant.

Marksmen are masters of ranged non-spell lethality.They are proficient in all forms of ranged combat to somedegree, and their chosen specialization makes them evenmore of a threat. A Marksman likes to keep their distance,but is still vulnerable to counterattacks from spellcastersand other ranged attackers. Despite this, a Marksman thatis provided the proper defenses is the perfect source ofconsistent and safe damage against foes.

A Lifetime of TrainingOne does not reach the level of skill required to be aMarksman without dedicating many years to the craft. It isoften said that true Marksmen are born with some sort ofprojectile in their hands, as it is the only explanation fortheir affinity to their craft. But even those with natural skillneed to train, and they train harder than most to makesure that their shots are as perfect as possible.

From Humble BeginningsA Marksman is often made out of necessity, though thisisn’t necessarily the case if you should wish it so for yourown Marksman. However, Marksman are typically self-taught from years of providing food for their families andvillage by hunting animals. It is a basic life skill that alsogives them plenty of reason to hone their abilities, as amissed shot often leads to losing your prey.

Doing A Job WellThe Marksman is admittedly limited in what it does. It is aranged attacker with the drawback of staying away frommelee combat at almost all costs, as it has no features atall that benefit it in that scenario. This is made up for bythe fact that, when given the space to operate, theMarksman will provide invaluable utility and support thatwill surely be an asset to any team composition.

Quick BuildYou can make a Marksman quickly by following thesesuggestions. First, make your highest stats Strength orDexterity, followed by Intelligence or Wisdom. Second,take the Folk Hero background.

Class NameLevel Proficiency Bonus Features

1st +2 Ranged Specialist, Traps2nd +2 Backstep3rd +2 Firing Focus4th +2 Ability Score Improvement5th +3 Extra Attack6th +3 Keen Eyes and Deft Hands7th +3 Firing Focus Feature8th +3 Ability Score Improvement9th +4 Rapid Shot

10th +4 Firing Focus Feature11th +4 Support Fire12th +4 Ability Score Improvement13th +5 Improved Rapid Shot14th +5 Pierce The Dark15th +5 Firing Focus Feature16th +5 Ability Score Improvement17th +6 Improved Backstep18th +6 Firing Focus Feature19th +6 Ability Score Improvement20th +6 Avatar of the Hunt

2

Page 3: Marksman - gmbinder.com

Class FeaturesAs a Marksman, you gain the following class features

Hit PointsHit Dice: 1d8 per Marksman levelHit Points at 1st Level: 8 + your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your

Constitution modifier per Marksman level after 1st

ProficienciesArmor: light armorWeapons: Simple Weapons, Heavy Crossbow, LongbowTools: woodcarver's tools

Saving Throws: Dexterity, IntelligenceSkills: Choose three from Acrobatics, Athletics, Deception,

Insight, Intimidation, Investigation, Perception,Performance. Persuasion, Sleight of Hand, and Stealth

EquipmentYou start with the following equipment, in addition to theequipment granted by your background:

(a) a Longbow and Quiver of 20 Arrows, (b) a HeavyCrossbow and Case of 20 Bolts(a) an Adventurer’s Pack or (b) an Explorer’s PackLeather Armor and two Daggers

Class AbilitiesRanged SpecialistBeginning at 1st level, your expertise and training withranged weapons provides you a number of benefits. First,you ignore the loading property of ranged weapons.Second, you gain the benefit of the Archery Fighting Style,which provides a +2 bonus to ranged weapon attacks.Finally, you are able to produce your own ammunition,producing 20 arrows or bolts over the course of one hourusing repurposed materials or old broken ammunition.

TrapsBeginning at 1st level, your training in ranged combat alsoincludes methods of delaying and harming foes far afield.By spending one hour’s time and 5 gold pieces, you maycreate a simple but dangerous trap that weighs 5 lbs.Later, as an action, you may place and rig the trap againstthe next creature that would step on it. The Trap DCs areequal to 8 + your proficiency modifier + your Intelligencemodifier. Trapped squares require a perception check withthe same DC to notice, and an equal thieves’ tools check todisarm. You may make the following kinds of traps:

Needle Trap: The creature must then make a Dexteritysaving throw or take 1d8 piercing damage. This damageincreases by 1d8 at 5th, 11th, and 17th level.Bear Trap: The creature must make a Dexterity savingthrow or take 1d8 piercing damage and be grappleduntil the creature makes a new Strength saving throwto escape as an action on its turn. The DC to escapeincreases by 1 at 5th, 11th, and 17th level.Exploding Trap: The creature and all creatures within 10feet must make a Dexterity saving throw or take 1d4fire damage. This damage increases by 1d4 at 5th, 11th,and 17th level.

Poison Trap: The creature must make a Dexterity savingthrow or take 1d8 poison damage and be Poisoned forone minute. The creature may make a Constitutionsaving throw at the end of its turn to end the Poisonedcondition early. The DC to end the poison increases by1 at 5th, 11th, and 17th level.

BackstepBeginning at 2nd level, your quick reflexes and knowledgethat sword range is not the safest place grants you theability to tactically disengage from an approaching threat.When a creature would move to within 5 feet of you, youmay use your reaction to move up to half of yourmovement speed away from them. Once you use this trait,you can't use it again until you move 0 feet on one of yourturns.

At 17th level, this trait is always available, no longerrequiring you to not move on one of your turns.

Firing FocusBeginning at 3rd level you gain access to your Firing Focus,a style of ranged combat that grants you uniquecapabilities, focusing your class into a specialized damagedealer. The Sniper is a straightforward master of rangedweapons who specializes in extreme distancesharpshooting. The Hurler is a unique ranged combatantwho specializes in throwing weapons to inflict harm. TheHarrier is a magically infused skirmisher who utilizesspecial ammo to damage and suppress foes.

Your chosen focus grants you features at 3rd level andagain at 7th, 11th, 15th, and 18th level.

Ability Score ImprovementWhen you reach 4th Level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score of yourchoice by 2, or you can increase two Ability Scores of yourchoice by 1. As normal, you can’t increase an ability scoreabove 20 using this feature. You can also choose to take afeat in place of increasing your ability scores, if feats areallowed.

Extra AttackBeginning at 5th level, you may take two actions at part ofyour Attack action.

Keen Eyes and Deft HandsBeginning at 6th level, your keen eyesight and awarenessdevelops to an exceptional state. You gain proficiency inPerception and Thieves’ Tools, gaining Expertise if alreadyproficient.

Rapid ShotBeginning at 9th level, you gain the ability to rapidly fire aranged weapon, attempting to inflict additional harm atthe cost of accuracy. When you take the Attack action onyour turn, you may use your bonus action to perform anadditional attack at disadvantage.

At 13th level, you may use your bonus action to performtwo additional attacks with disadvantage.

3

Page 4: Marksman - gmbinder.com

Support FireAt 11th level, you gain the ability to support your allies withcarefully timed attacks to disrupt your foes. When youmake an attack against a creature, that creature becomesmarked until the start of your next turn. As a reaction, youmay perform a ranged attack against a marked creaturewhen it would roll a d20. If you hit and inflict damage, thetarget rolls that roll with disadvantage.

Pierce The VeilBeginning at 14th level, your eyes have developed to thepoint where you are able to notice even the slightest ofshifts in the most difficult of conditions. You can not havedisadvantage on perception checks that rely on sight andcan see normally in lightly or heavily obscured conditions.In addition, you do not suffer disadvantage on attack rollsagainst creatures that you can not see.

Avatar of the HuntBeginning at 20th level, you may enter the stance of alegendary marksman, bringing death to every foe you layyour eyes on. As a bonus action, you may enter a specialstance for one minute, during which all of your rangedattacks deal an additional weapon die of damage. If youreduce a creature to 0 hit points on your turn, you mayextend this effect an additional round.

SniperThe Sniper has trained for a lifetime to master the art oftrue long-range and precise archery.

Precise BallisticsBeginning at 3rd level, your knowledge of archery andmarksmanship allow you to hit targets far afield or behindcover when others would fail. Your ranged attacks ignorethe penalty for firing at long distance as well as half cover.

Called ShotBeginning at 3rd level, you gain the ability to accuratelytarget your opponent's limbs to cripple and disrupt them.When making an attack roll with a ranged weapon, youmay deal an additional 2d4 damage and inflict one of thefollowing effects:

Head - The target suffers a -2 to saving throws until thestart of your next turn. If it is concentrating on a spell, itmust also make its constitution saving throw forconcentration with disadvantage.Hands - The target suffers a -2 to attack rolls until thestart of your next turn. The creature must also make astrength saving throw or drop whatever it is holding.Legs - The target has its walking speed halved until thestart of your next turn. It must also make a dexteritysaving throw to avoid falling prone.

A creature must have the proper anatomy to use CalledShot. You may make a number of called shots per dayequal to your proficiency bonus + your Wisdom modifier.

Sniper’s PerchBeginning at 7th level, you gain the ability to swiftly climband make use of the terrain to assault your foes withprecision. You have advantage on Athletics or Acrobaticschecks to climb, and climbing no longer costs additionalmovement. In addition, you gain a +2 bonus to attack rollswhen attacking targets that you are at least 10 feet above.

Enhanced Called ShotAt 10th level, you gain access to additional called shotoptions and your called shot damage is increased to 4d4.

Eyes - The target suffers a -2 penalty to armor class. Itmust also make a dexterity saving throw to avoid beingblinded until the start of your next turn.Heart - The target is unable to recover hit points untilthe start of your next turn. It must also make a strengthsaving throw or suffer damage equal to the attack atthe start of it’s next turn.Throat - The target is unable to use breath weaponattacks until the start of your next turn. It must alsomake a constitution saving throw or be unable to castspells with verbal components for the same duration.

Precise ShotBeginning at 15th level, you are able to channel inactioninto incredible accuracy. As a bonus action, you giveyourself advantage on all of your attack rolls on thecurrent turn. You can use this bonus action only if youhaven’t moved during this turn, and after you use thebonus action, your speed is 0 until the end of the currentturn. You can use this ability a number of times equal toyour wisdom modifier (minimum one) and regain all usesafter a long rest.

Critical ShotBeginning at 18th level, you can focus your mastery ofarchery and sharpshooting into an extra damaging anddebilitating attack. Once per long rest, as an action, youmay perform an attack making use of your Called Shotfeature, even if you had no uses of the ability left. Inaddition, the effect of the called shot lasts for one minuteand the creature has disadvantage on the relevant save.Lastly, this attack inflicts an additional 25 damage.

HarrierThe Harrier uses a mixture of magic and archery to placetraps and empower their shots with the elements.

Alchemic BallisticsBeginning at 3rd level, your knowledge of traps andalchemy allow you to form a unique edge over otherarchers in battle. When you make a ranged weapon attackthat deals damage that is not slashing, piercing, orbludgeoning, that damage ignores resistances.

Page 5: Marksman - gmbinder.com

Special AmmoBeginning at 3rd level, you can apply your knowledge ofarcane arts to craft special ammunition. You can craftthree types of ammo at this level.

Concussive Ammo: On a successful hit against acreature this ammo deals an additional 2d4 forcedamage. The creature must then make a Strengthsaving throw or be pushed 5 feet backwards.Alternatively, this ammo can be shot at a 5 foot squarethat does not contain a creature, laying a trap. The nextcreature to step on the square takes 4d4 force damageand all creatures within 10 feet must make a Strengthsaving throw or be pushed backwards 5 feet from thetrap. The damage of the ammo and trap are doubled at10th level.Freezing Ammo: On a successful hit against a creaturethis ammo deals an additional 2d4 cold damage. Thecreature must then make a Constitution saving throwor be slowed until the end of its next turn. Alternatively,this ammo can be shot at a 5 foot square that does notcontain a creature, laying a trap. The next creature tostep on the square takes 4d4 cold damage and mustthen make a Constitution saving throw or be slowed forone minute, making a new save at the end of each ofit’s turns to end the effect. The damage of the ammoand trap are doubled at 10th level.Shocking Ammo: On a successful hit against a creaturethis ammo deals an additional 2d4 lightning damage.The creature must then make a Dexterity saving throwor be knocked prone and have it’s movement speedreduced to 0 until the end of its next turn. Alternatively,this ammo can be shot at a 5 foot square that does notcontain a creature, laying a trap. The next creature tostep on the square takes 4d4 lightning damage andmust then make a Strength saving throw or beparalyzed until the end of it’s next turn. The damage ofthe ammo and trap are doubled at 10th level.

You may craft an amount of special ammo per day equalto your proficiency bonus + your Intelligence modifier.Your special ammo loses its effects after a long rest,becoming useless. Crafting one special ammo takes oneminute.

Ammo DCs are equal to 8 + your proficiency modifier +your intelligence modifier. Trapped squares require aperception check with the same DC to notice, and an equalthieves’ tools check to disarm.

Trap MasterBeginning at 7th level, your familiarity with traps lets youdisarm them and repurpose them more easily. You gainproficiency with thieves’ tools, gaining expertise if you arealready proficient, and can repurpose traps that you andyour allies disarm. When you or an ally disarm a trap orfind a disarmed trap, you may make an Investigation check(the DC of which is your DM’s decision) to turn the trapinto one of your special ammos, if the trap is composed ofitems that could reasonably be repurposed to fit thetheme of your special ammo.

Additional Special AmmoBeginning at 10th level, you learn to craft more kinds ofspecial ammo. You also gain proficiency in poisoner’s kits.

Nerve Ammo: On a successful hit against a creature,this ammo deals an additional 4d4 psychic damage. Thecreature must then make a Strength saving throw or bepoisoned until the end of it’s next turn. Alternatively,this ammo can be shot at a 5 foot square that does notcontain a creature, laying a trap. The next creature tostep on the square takes 8d4 psychic damage and mustthen make a Strength saving throw or be poisoned forone minute, making a new save at the end of each ofit’s turns to end the effect.Roaring Ammo: On a successful hit against a creature,this ammo deals an additional 4d4 thunder damage.The creature must then make a Constitution savingthrow or be stunned for one round. Alternatively, thisammo can be shot at a 5 foot square that does notcontain a creature, laying a trap. The next creature tostep on the square takes 8d4 thunder damage andmust then make a Constitution saving throw or bestunned for one minute, making a new save at the endof each of it’s turns to end the effect.Corroding Ammo: On a successful hit against acreature, this ammo deals an additional 4d4 aciddamage. The creature must then make a Dexteritysaving throw or take 2d4 acid damage each round untilthey use an action to remove the acid. Alternatively, thisammo can be shot at a 5 foot square that does notcontain a creature, laying a trap. The next creature tostep on the square takes 8d4 acid damage and mustthen make a Dexterity saving throw or take 4d4 aciddamage each round until they use an action to removethe acid.

OverchargeBeginning at 15th level, you may use your bonus action toboost one of your special ammo shots on that same turn,causing it to affect all creatures within a 10 foot radius ofthe target. The explosive ammo has its area increased to a20 foot radius. This effect is doubled when you use yourspecial ammo to lay a trap. You may use this feature anumber of times equal to your intelligence modifier(minimum 1) and regain all uses on a long rest.

Secret IngredientBeginning at 18th level, you add an incredibly rare reagentof your own design to create an extra potent version ofyour special ammo. Once per long rest, as an action, youmay perform an attack making use of one of your specialammo features (without consuming a piece of specialammo). This attack uses its trap variant effect, even whenfired directly at a creature. If it is instead used to lay a trap,the trap deals double damage.

Page 6: Marksman - gmbinder.com

HurlerThe Hurler takes a unique approach on ranged combat,preferring the use of thrown weapons over bows and thelike.

Thrown BallisticsBeginning at 3rd level, your unique knowledge of throwingweapons confirs you a number of benefits. Ranged attackswith weapons that have the thrown ignore the penalty forlong distance. You may use Dexterity in place of Strengthwith any ranged attack when using a weapon with thethrown property. Finally, you replace the Archery fightingstyle with the Thrown Weapon fighting style in PracticalBallistics.

The Right Kind of WeaponBeginning at 3rd level, you gain the ability to uniquelyimpact your targets based on the type of thrown weaponused to inflict harm.

Dagger - When throwing a dagger with your attackaction, you may throw one additional dagger withdisadvantage. Beginning at 10th level, you may throw asecond additional dagger with disadvantage.Hand Axe - A thrown hand axe ignores the benefitsprovided from a shield or similar item.Throwing Hammer - When throwing a hammer, acreature hit by the weapon has its speed reduced by 10feet until the start of your next turn.

Anything Is A WeaponBeginning at 7th level, you gain the ability to use objectsothers would find impossible as thrown weapons. You maythrow weapons one size category larger than normal withno penalty to your attack roll. In addition, you may still useyour proficiency bonus when throwing an improvisedweapon. Finally, you may add your Strength modifier tothe damage of a ranged attack with a thrown weapon, inaddition to using Dexterity to determine the attack anddamage bonus of a thrown weapon.

More Kinds of WeaponsAt 10th level, you gain access to additional thrown weaponbonuses:

Javelin - A creature hit with a thrown spear or tridentmust make a constitution saving throw equal to 8 +your proficiency modifier + your Strength modifier. Ona failure, the weapon sticks in the creature, inflicting1d4 points of damage at the start of each of it’s turns.As an action, a creature can remove one such weaponstuck in itself or another creature.Dart - A creature hit with a thrown dart suffers anadditional 2d6 damage. This bonus damage can beacid, poison, or psychic.Net - The escape DC of the net is equal to 8 + yourproficiency modifier + your Strength modifier. Inaddition, your Net’s have an AC of 15 and no longerconsume all of your attacks for that turn.

Bouncing ThrowBeginning at 15th level you are able to transform a simplethrown object into a bouncing piece of metal and death. Asa bonus action, you can enhance your next thrownweapon attack, allowing it to pick a new target after eachsuccessful hit, so long as that new target would be withinthe short range of the thrown weapon from the currenttarget. Every consecutive hit provides a cumulative -2penalty to hit, and if your attack misses a target, the effectends. You may use this feature a number of times equal toyour strength modifier (minimum one) and recover alluses on a long rest. Bouncing Throw does not functionwith javelins, darts, or nets.

Boulder TossBeginning at 18th level, you can draw upon all of yourmight to throw an object at another creature, ignoring alllogical constraints. Once per long rest, you may make athrown weapon attack with an object that you couldphysically carry (typically 15 lbs x Strength score). Thisimprovised weapon has a range of 60 feet and deals 10d6bludgeoning damage. A creature hit with an object thathas a weight of at least 200 lbs takes 20d6 bludgeoningdamage instead, and must also make a Constitution savingthrow equal to 8 + your proficiency modifier + yourStrength modifier or be stunned until the end of it’s nextturn.

Art CreditMarksman by u/andydelia

MulticlassingIn order to multiclass in and out of Marksman, youmust have a Dexterity score of 13 or higher. Whenyou multiclass into this class, you gain proficiency inlight armor, simple weapons, and woodcarver'stools.

5

Page 7: Marksman - gmbinder.com

 

This document was lovingly created

using GM Binder.

If you would like to support the GM Binder developers,

consider joining our Patreon community.WWW.GMBINDER.COM