Void Marksman (5e Class)
Void Marksman[edit]
<!-Introduction Leader->[edit]
Creating a Void Marksman[edit]
- Quick Build
You can make a void marksman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Void Marksman you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Void Marksman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Void Marksman level after 1st
- Proficiencies
Armor: light armor, medium armor
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 2 from Acrobatics, Investigation, Perception, Sleight of Hand, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Void Infusion, Gravitational Pull |
2nd | +2 | Astral Focus, Quick Reflexes |
3rd | +2 | Void Marksman Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Void's Reach, Action Surge |
6th | +3 | Temporal Rift |
7th | +3 | Void Marksman Archetype Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Voidstrike |
10th | +4 | Astral Shield |
11th | +4 | Void Marksman Archetype Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Void Heal |
14th | +5 | Void's Fury |
15th | +5 | — |
16th | +5 | Ability Score Improvement, Feature |
17th | +6 | Feature |
18th | +6 | Void Weaver |
19th | +6 | Ability Score Improvement |
20th | +6 | Master of the Void |
Void Infusion[edit]
At 1st level, as a Void Marksman, you can imbue your attacks with void energy. As a bonus action, choose one ranged weapon you are wielding. For the next minute, it deals an additional 1d6 force damage on successful hits.
Gravitational Pull[edit]
At 1st level, You can manipulate gravity to control the battlefield. As an action, choose a point within 30 feet. All creatures within a 10-foot radius of that point must make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be pulled 10 feet toward that point.
Astral Focus[edit]
Quick Reflexes[edit]
At 2nd level, You gain +2 to your initiative rolls.
Void Marksman Archetype[edit]
At 3rd level, you choose an archetype. Choose between Cosmic Sharpshooter, Void Hunter, Void Weaver, Astral Marksman, and Arcane Sniper, all detailed at the end of the class description. Your choice grants you features at 7th and again at 11th, and 16th levels.
Ability Score Improvement[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.
Void's Reach[edit]
Action Surge[edit]
Temporal Rift[edit]
Voidstrike[edit]
Astral Shield[edit]
Void Heal[edit]
Void's Fury[edit]
Void Weaver[edit]
Master of the Void[edit]
Cosmic Sharpshooter[edit]
- Cosmic Precision
At 7th level, Your attacks with ranged weapons gain +2 to damage rolls. If you score a critical hit, you may immediately take another shot as a free action.
- Astral Barrage
At 11th level, Once per long rest, you can release an astral barrage of bullets. As an action, you make a ranged attack against every creature within 30 feet of you. Each attack rolls damage normally.
- Ethereal Shot
At 16th level, Your ranged weapon attacks ignore cover, and on a critical hit, you can force a creature within range to make a Constitution saving throw (DC 16) or be stunned until the end of your next turn.
Void Hunter[edit]
- Void Tracking
At 7th level, You can sense creatures affected by the void. You have advantage on tracking and detecting creatures that are invisible, ethereal, or hidden.
- Void Trap
At 11th level, You can set a void trap in an area you can see. Any creature stepping into this trap takes 2d6 necrotic damage and must make a Constitution saving throw (DC 14) or become paralyzed for 1 minute.
- Hunter's Pursuit
At 16th level, As a bonus action, you can designate a target within 60 feet. For the next minute, you gain advantage on all attack rolls against that target, and your movement speed increases by 10 feet when you move towards them.
Void Weaver[edit]
- Void Mastery
At 7th level, You can manipulate void energy to shield yourself. As a reaction, when a ranged attack hits you, you can reduce the damage by half and reflect half of the damage back to the attacker.
- Gravitational Rift
At 11th level, As an action, create a rift that distorts time and space. All creatures within a 20-foot radius must make a Dexterity saving throw or take 4d6 force damage and be pulled towards the rift.
- Void Shield
At 16th level, As a bonus action, you can generate a barrier of void energy. This shield grants you 10 temporary hit points and lasts for 1 minute. You can use this feature once per short rest.
Astral Marksman[edit]
- Astral Shot
At 7th level, You can channel the power of the stars into your ranged weapon. As a bonus action, your next ranged attack deals an additional 2d8 radiant damage and has the added effect of causing a creature to make a Wisdom saving throw (DC 15) or become frightened for 1 round.
- Starfall Barrage
At 11th level, Once per long rest, you can call down a barrage of falling stars on a 15-foot radius. All creatures in the radius must make a Dexterity saving throw (DC 16) or take 5d6 radiant damage and be knocked prone.
- Astral Movement
At 16th level, You can step between the stars. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see.
Arcane Sniper[edit]
- Arcane Infusion
At 7th level, Your attacks now deal an additional 1d8 force or radiant damage (your choice) based on your preference. Additionally, you can add your Intelligence modifier to attack rolls with ranged weapons.
- Mana Shot
At 11th level, Once per long rest, you can release a magical bullet that bypasses all resistance and immunities. This attack deals an additional 3d6 force damage.
- Arcane Evasion
At 16th level, Your connection to arcane energy allows you to bend time and space. Once per long rest, when you take damage from a ranged attack, you can use your reaction to gain resistance to that damage.
Void Marksman Feats[edit]
- Void Adept: You have learned to manipulate the void to its maximum potential. You gain the ability to use the misty step spell once per short rest without expending a spell slot. Additionally, your Void Infusion now grants you advantage on all attack rolls for 1 minute.
- Ghost Shot: Your ranged weapon attacks can phase through creatures. As a bonus action, choose a creature within 30 feet. Your next ranged attack ignores any cover or resistance and deals an additional 3d6 necrotic damage. This can be used once per short rest.
- Overcharged Weaponry: Once per long rest, you can charge your weapon with void energy. Your next attack automatically critically hits, and the target must make a Constitution saving throw (DC 16) or take an additional 3d10 necrotic damage.
- Void Focus: You can focus your attacks on a single enemy. Once per
, choose an enemy within 60 feet. All attacks against that enemy for the next 1 minute have advantage. Additionally, if the target is reduced to 0 hit points, you may immediately use your reaction to gain 1 additional attack action.
- Eternal Vigilance: Your passive senses have been heightened by the void. You gain the ability to see invisible creatures within 30 feet. Additionally, if an enemy is hidden or invisible, you gain advantage on all attacks against them.
Void Marksman Cards[edit]
Void Marksman cards add an additional layer of strategy, allowing you to modify your combat abilities.
- Permanent Cards
- Void Siphon: Whenever you deal force damage, gain 1 temporary hit point.
- Astral Beacon: Increases the range of all ranged weapons by 50 feet permanently.
- Void Infusion Mastery: Your Void Infusion now lasts for 2 turns instead of 1, and the damage bonus increases to 3d6.
- Ethereal Presence: Once per long rest, you may use *Etherealness* as an action. It lasts for 10 minutes.
- Wraith Sight: You have advantage on Wisdom (Perception) checks to detect creatures using invisibility or other stealthy means.
- Temporary Cards
- Void Pulse: Fire a pulse of void energy in a 30-foot cone. All creatures in this cone must make a Dexterity saving throw (DC 15) or take 4d6 force damage.
- Astral Echo: Your next ranged attack creates an astral echo that hits two additional creatures within 30 feet. The echo deals 2d6 radiant damage.
- Void Rapture: Gain temporary flight for 1 minute, allowing you to fly up to 60 feet per round.
- Time Fracture: Once per long rest, you may slow down time for 1 round, allowing you to take 2 additional attacks on your turn.
- Gravitational Crush: All enemies within 10 feet of you must make a Strength saving throw (DC 14) or be knocked prone and take 3d6 force damage.
- Unique Cards
- The Black Hole: Once per long rest, create a black hole at a point you can see within 60 feet. It pulls all creatures within 20 feet of the hole towards it. Creatures must make a Strength saving throw (DC 16) or be pulled and take 5d6 force damage.
- Void's Embrace: Temporarily absorb the life force of nearby enemies. All creatures within 15 feet of you must make a Constitution saving throw (DC 16) or take 3d6 necrotic damage. You heal for half the amount of damage dealt.
- Void's Resilience: Gain resistance to all damage types for 1 minute. This can be used once per long rest.
- Singularity Shot: Your next ranged attack creates a singularity that deals 5d6 force damage to the target and 2d6 force damage to all creatures within 20 feet of the target. Targets must make a Dexterity saving throw (DC 17) to take half damage.
- Void Burst: Your next ranged attack causes an explosion of void energy. All creatures within a 15-foot radius must make a Dexterity saving throw (DC 15) or take 4d8 necrotic damage.
Void Marksman Monsters[edit]
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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