Marksman (5e Subclass)

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Marksman[edit]

Fighter Archetype

ariel-perez-dew.jpg
Desert Marksman by Ariel Perez
You may be able to escape me, but my bolt always finds his mark.
—Arlin, Human Marksman

Marksman are incredibly skilled sharpshooters, who can hit targets at great distances and from impossible angles. Instead of relying on speed of shots, the marksman prefers to take the patient approach, aiming carefully to their marks, and choosing the right moment to release a deadly shot. For this reason, they are often hired to carry on assassinations, since they are able to slay a target from safe distances and disappear from the location unnoticed.

Long Shot

Starting at 3rd level, you can pinpoint your targets at long distances. The short and long range for your ranged attacks is doubled.

Ranged Sneak Attack

Starting at 3rd level, when you make a ranged weapon attack with advantage, you cause additional 1d6 damage on a hit. You can cause this additional damage only once per turn. The additional damage caused increases as you gain levels in this class: 2d6 at 7th level, 3d6 at 13th level and 4d6 at 19th level.

Concealment Expert

At 7th level, you are an expert in using camouflage to conceal yourself, and in ignoring concealment of your targets. You can take the Hide action while being observed, if you are in an area lightly obscured, heavy obscured, if you have any cover or if you are in an forest or similar natural environment. In addition, you ignore disadvantage on attacks and checks against targets lightly obscured and any type of cover lower than total cover.

Finally, when you use your Action Surge, you can take the Hide action without using an action. The hide action can be taken after or before the additional action surge action have been taken.

Prone Shot

At 10th level, while you are prone, you can make a single ranged weapon attack using your Action. You make this attack at Advantage and, if you cause your Ranged Sneak Attack Damage, the damage increases in +3d6. This increases to +3d6 at 11th level (to a total of +6d6) and at 17th level (to a total of + 9d6).

Improved Critical

At 15th level, you score critical hits on a roll of 19-20 with your ranged weapon attacks, and you roll the damage die of your weapon one additional time on a critical.

Deadly Sniping

At 18th level, when you make a ranged weapon attack while hidden from a creature, and you cause your additional sneak attack or prone shot damage, you force the target to make a Constitution saving throw against a DC equal 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the target is reduced to 0 hit points. Once you use this feature on a creature, that creature is immune to it for the next 24 hours.

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