Marksman Variant (5e Class)

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Introduction[edit]

A high-elf gets surrounded by a group of goblins, she quickly pulls out two holstered firearms and within seconds the goblins lay dead, holes all throughout their bodies. A human assassin lines up their sight to their target, as they hold their breath to steady their shot, they fire, the shot hits as a hole is now where the targets heart was. A bounty hunter chases after his target firing a bullet into the targets leg, making the target trip, the bounty hunter stands over his target before making a final hole in his targets head.


A skilled sharpshooter

Marksman use are skilled when it comes to making and using firearms, no matter what the job is a Marksman probably has the right firearm for just that job. Most Marksman go on to be bounty hunters, assassins, soldiers, or perhaps even set up a firearm shop.

Creating a Marksman

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A marksman wielding a Sniper and Pistol

Think about why your character decided to become a marksman. Who were they trained by or are they self taught? Did they decide to use firearms to cause destruction or to help commoners? Perhaps a divine entity gave them prowess with ranged weapons in return to fight against the entities enemies.

Quick Build

You can make a Marksman quickly by following these suggestions. First, dexterity should be your highest ability score, followed by intelligence. Second, choose the criminal background. Third, choose a rapier, scimitar, breastplate, and explorer’s pack.

Class Features

As a Marksman you gain the following class features.

Hit Points

Hit Dice: 1d8 per Marksman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Marksman level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: All ranged weapons, Scimitar, Rapier, Firearms
Tools: Tinker's tools OR Black Smith Tools
Saving Throws: dexterity, intelligence
Skills: choose two from acrobatics, athletics, investigation, insight, perception, persuasion, stealth, and survival

Equipment

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

  • (a) Two martial weapons or (b) Longbow and a quiver of 20 arrows
  • (a) Studded leather or (b) Breastplate
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • Pipe firearm and Tinker's tools
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Marksman

Level Proficiency
Bonus
Features
1st +2 Fighting Style, First firearm
2nd +2 Expertise
3rd +2 Marksman Order
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Upgrades
7th +3 Marksman Order feature
8th +3 Ability Score Improvement
9th +4 Heavy lifting
10th +4 Evasion
11th +4 Marksman Order feature
12th +4 Ability Score Improvement
13th +5 Marksman's shot
14th +5 Speed load
15th +5 Marksman Order feature
16th +5 Ability Score Improvement
17th +6 Quick Shot
18th +6 Marksman Order Feature
19th +6 Ability Score Improvement
20th +6 Expert Marksman


Fighting Style[edit]

Choose one of the following options. You can't choose the same style twice, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Precision

When you are wielding a ranged weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

First firearm[edit]

At 1st level you can create pipe firearms and ammo. Pipe firearms take 4 hours of work and 60gp of materials to create. All firearms unless stated otherwise do piercing damage and has a safety that when on, the firearm will not fire, it can be turned on or turned off as a free action. A creature trying to use for first time a firearm must pass a Int DC of 20 to turn of the safety. You add your Dexterity modifier to the piercing damage.

Pipe revolver: does 1d6 plus 1d4 fire damage. Reload of 4. Action to reload. Light (40/120)

Pipe shotgun: does 1d8 plus 1d6 fire damage. Reload of 2. Action to reload. Two handed. Butt attack 1d4 + Str (30/60)

Pipe Sniper: does 1d10 plus 1d8 fire damage. Reload of 1. Action to reload. Two handed. (100/300)

Ammo

ammo costs 25 gp for 10 pieces of ammo and it takes 2 hours to make it.

When you take the hide action you can reload your weapon.


At 10th level you have learned enough about materials and the structure of guns to make more advanced versions of pipe firearms, you must have Tinker's tools to create firearms.

Revolver: does 2d6 plus 1d4 fire damage. Reload of 6. Action to reload. Light (60/180)

Shotgun: does 2d8 plus 1d6 fire damage. Reload of 3. Action to reload. Have advantage on attacks at 10 feet or less. (35/70)

Sniper: does 2d10 plus 1d8 fire damage. Reload of 1. Action to reload. Two handed. Deal critical on 19-20 (150/450)

Expertise[edit]

At 2nd level you gain expertise in two skill of your choice or one skill and Tinker's tools.

Marksman Order[edit]

At 3rd level, you chose a Marksman order. Choose between Death's hunter or Arcane marksman, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 15th and 18th.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can forget of one of your attacks and then reload your weapon.

Upgrades[edit]

At 6th level you can add upgrades to your firearm, applying an upgrade to your firearm takes 4 hours and for every hour you must make a sleight of hand check, 10 or higher you pass, lower than a 10 you must do it for an additional hour, if you get a natural one your DM can decide whether your weapon gets damaged or if it resets the progress to the upgrades, if the firearm gets damaged you must spend 50 gp and take 4 hours to fix it. The upgrades are listed below. Each upgrade also has a price.

Suppressor
This upgrade makes your firearm quieter, if you are sneaking and you fire a shot the enemies must make a DC 15 perception check, if they fail they don't hear it, if they succeed they know where you fired from. 25 gp
Extended mag
This upgrade allows you to add 2 to the reload of any firearm other than special firearms. 75 gp
Slashing weapon
This upgrade allows you to add an slashing weapon to your weapon. It must be a dagger for pistols and revolvers, a short sword for shot guns and a rapier for snipers. You can attack a melee whit as normal. 50 gp

Heavy lifting[edit]

At 9th level because of the weight you constantly carry your carrying capacity doubles, additionally you gain 10 extra feet of movement.

Evasion[edit]

Starting at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's breath attack or an Ice Storm spell. When you are subjugated to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Marksman's Shot[edit]

At 13th level you have honed your skills with your firearm, as part of your attack you can use your bonus action to focus, this attack has advantage, additionally you can specify what part of the body you shoot at, each part has a different effect. if you miss the attack this feature is wasted. You can use this ability once per long rest.

Head

If you hit this part the target is dazed and can only take disengage, dash, or hide as their action until it ends a long rest or surpass an Con Saving Throw of 8 + your proficiency bonus + your Int Mod with disadvantage on a critical hit.

Arms

If you hit the target in the arm then they cannot use two handed weapons and additionally it have disadvantage in all attacks involving it's arms till it ends a long rest or surpass an Con Saving Throw of 8 + your proficiency bonus + your Int Mod with disadvantage on a critical hit.

Legs

If you hit the target in either leg their movement speed is halved till it ends a long rest or surpass an Con Saving Throw of 8 + your proficiency bonus + your Int Mod with disadvantage on a critical hit.

Speed load[edit]

At 14th level the reload time of all firearms goes down of an action to a bonus action if you don´t move more than the half of your curren't speed.

Quick Shot[edit]

At 17th level you can shoot as a reaction if someone attacks you or your ally within 30 feet. You can use this ability once per short rest.

Expert Marksman[edit]

At 20th level you become the ultimate marksman, you can use Marksman's shot 2 times per long rest, also your intelligence and dexterity score increases by 2, up to a maximum of 22.


Marksman Orders[edit]

Arcane Marksman[edit]

Arcane Firearm

At 3rd level when you choose this subclass you choose one firearm in your possession to bond too and have it become your arcane focus. Every attack with this weapon counts as magical for the purpose of overcoming resistances, you can bond to another weapon with an hour ritual, the previous bond breaks if you make a new bond.

Arcane Marksman Spell Casting Table
Marksman Level Cantrips Known Spells Known 1st Level Spell Slots 2nd Level Spell Slots 3rd Level Spell Slots 4th Level Spell Slots
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. You learn your spells of the Wizard Spell list. The spells you know must be of a level of yours spell slots or lower. Whenever you gain a level you can change any number of spells.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Shot

At 7th level you have learned to fire spells out of your firearm, as a bonus action on your turn you can expend an spell slot as normal to hold a spell in one of your arcane firearm ammunition, the spell must be 1st level of higher and can stay in the ammunition until you fall unconscious or take a rest, only one spell can be in the firearm at a time. When you attack you must declare if you want to use the special ammunition, in a hit the target have disadvantage in the spells saving throws if any and the spell is casted in that point. The spell is wasted if don't hit a valid target.

Improved Arcane Firearm

At 11th level you can now bond to two firearms, additionally the firearms now do force damage instead of their standard damage.

Arcane Reload

At 15th level whenever you reload your firearm you can hold a spell with your spell shot feature.

Improved Spell Shot

At 18th level you can now use a cantrip with your Spell Shot feature and you don't use any ammunition to do it. You can use this feature a number of times equal to your Intelligence modifier (min 1) + 2 per long rest.

Death's Hunter[edit]

You become the embodiment of death, a god of death gives you this power in order for you to carry out the natural cycle of death.

Misty Body

At 3rd level when you choose this subclass you gain the ability to make a shadowy mist cover your body. This mist can be summoned over your body and items as a free action, nothing can dispel this mist other than you. It fully hides your identity for creatures that do not pass a Insight DC of 8 + your Charisma modifier + your proficiency bonus. With this mist covering you your voice sounds wispy and completely different than your normal voice. Get a +3 for Deception and Intimidation. In combat, you can you this before an attack as an bonus action.When you are using this feature your firearms damages count as magical and does 1D4 poison damage while in this state. You can use this to get a +2 for stealth, but if failed Misty body turns off. Must wait until next turn before using it again.

Also you gain proficiency in Charisma Saving Throws.

Soul Eater

At 7th level, you can collect the souls of freshly dead creatures, as an action you can request to either send the soul to the upper planes, the nine hells or the shadow fell. When you do it you can heal yourself or an ally at your side 4d6 + Charisma modifier. You can't choose the destiny of the soul but your opinion is taken in count. You can heal a creature with this feature a number of times equals to your Charisma Mod (Min 1) per long rest.

Shadow walk

At 11th level you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 40 feet to an unoccupied space you can see that is also in dim light or darkness. You can use this feature a number of times equal to your Dexterity modifier (min 1) per long rest. Also you can add your Intelligence modifier (min 1) to your firearm piercing damage.

Soul Ripper

At 15th level when you hit a creature whit a firearm you can deal an extra 2d8 + Charisma modifier psychic or poison damage as the creature feels their soul is going out of his body. If the creature is killed in 6 turns after being hit by this you can use your reaction to use your Soul Collector feature and also regain the expended use of this feature. You can use this feature a number of times equal to your Charisma modifier (min 1) per long rest.

Choose one of the follow abilities. Can not have both
Undenied Death

At 18th level, you become immune to psychic damage and cannot be frightened. Also, once killed you are revived within 24 hours with the main goal of killing the one that killed you. You know where it is at all times and deal double damage to it, but once slain you go back to being dead. If you don't kill your target within 1 week, your soul is destroyed and you can no longer be revived by any means other than a divine power or wish. Also you no longer have to eat or drink.

Dead Man Walking

At 18th level, you become immune to poison damage and cannot be frightened. If you are killed in 6 turns you will be revived. Your soul and body are untethered and You must use Soul collector to restore your health to the max in order to return back to normal within 1 week. If you fail to do so your soul and body will not merge and you will die, no means will bring you back. All attack do 1D10 of poison damage with range or fire arms. Melee weapons do 1D8 of fire damage in this state. You do not need food or drinks to live.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Marksman class, you must meet these prerequisites: Dexterity 13 and Intelligence 15

Proficiencies. When you multiclass into the Marksman class, you gain the following proficiencies: Light armor, Firearms, Ranged weapons and Tinker's tools.



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