Marksman Variant (5e Class)
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- 1 Introduction
- 1.1 Class Features
- 1.2 Fighting Style
- 1.3 First firearm
- 1.4 Expertise
- 1.5 Upgrades
- 1.6 Evasion
- 1.7 Marksman's Shot
- 1.8 Speed load
- 1.9 Quick Shot
- 1.10 Expert Marksman
- 1.11 Arcane Marksman
- 1.12 Death's Hunter
- 1.13 Multiclassing
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
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.
As a Marksman you gain the following class features.
- Hit Points
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
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.
|1st||+2||Fighting Style, First firearm|
|4th||+2||Ability Score Improvement|
|7th||+3||Marksman Order feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Marksman Order feature|
|12th||+4||Ability Score Improvement|
|15th||+5||Marksman Order feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Marksman Order Feature|
|19th||+6||Ability Score Improvement|
Choose one of the following options. You can't choose the same style twice, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
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 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)
At 2nd level you gain expertise in two skill of your choice or one skill and Tinker's tools.
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
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.
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.
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.
- 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
- Raining Bullets
- This upgrade allows you to make custom or special bullets. Ask the them what bullets are allowed and what is needed for them. Takes 2 hour for every set of 4 bullets.
In addition, Once you reach level 8. You can craft guns. If you have the material and kit you are allowed to use long rest to craft the weapons. Takes 7 hours to complete, 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. Check with Dm if the weapons are ok to make.
- Pistol Variety
- Rifle Variety
- Shotgun Variety
- Hybrid Variety
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.
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.
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.
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.
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.
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.
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.
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.
- 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.
|Marksman Level||Cantrips Known||Spells Known||1st Level Spell Slots||2nd Level Spell Slots||3rd Level Spell Slots||4th Level Spell Slots|
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 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.
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. Said to have been given to you by death, with possibly limitless abilities. 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 opportunity 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 2d6 + Charisma modifier for each size of the creature 2d6 for small// 3d6 medium//4d6 large. 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 two times Charisma Mod (Min 1) per long rest. If the creature is larger than you, you must make 3 Intelligence save (15 or higher) to take the soul for yourself. If fail only get a piece that heals for 3d6. You can eat souls of the dead without healing yourself or other. But one does this, they must roll a con save of 15 or higher. If failed, insaned and madness sets in for 2d10 turns. If combat ends, dm decides how long until the madness/insanity goes away. You can embrace the madness in combat, allowing you to avoid attacking teammates but you driven mad for the max of 20 turns, rolls against enemies are done with a disadvantage during this time.
- Shadow Tamer
At 11th level you get dark version for free, 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. If used with shadow mist, you hover/levitate, walk up wall or ceiling in areas with darkness or dim light. If the darkness or dim light area is removed or light has been brought to the area. You fell and take 3d8 fall damage.
- Soul Bond
At 15th level, you hit conjure black chains from your hands to target two times Charisma modifier (min 1) ceature around you. A creature you can teather your soul with their soul. If you take damage, those teather to you take damage as well. If shadow mist was used before this ability was used. Those tether roll with disadvantage for 1d4 turns. In addition you know current health as long as they are within 30 ft of you. If a creaute dies while teather to you one of two affects can be used, not both.
1; Use an opportunity action to trap the soul in an object you have. Allowing you to save the soul for person use or consume it later. You can use this feature a number of times equal times two of your Charisma modifier (min 1) per long rest. 2; Once the soul has left the body or has been consume. You may take a part of your soul to reanimate the body. It comes back with half Ac and half health. The reanimate will be a seravnt of yours until you remove the soul or the body is killed again.
- 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 or when combat ends, 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 additional 1D10 of poison damage with range or fire arms. Melee weapons do an addition 1D8 of fire damage in this state. You do not need food or drinks to live. After this death like experience they can see souls of living and dead as well as interact with them.
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.