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Marksman

hit dice: 1d8 per Marksman level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Marksman level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
tools: Thieves’ tools
saving throws: Dexterity, Wisdom
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
You start with the following Equipment, in addition to the equipment⁠ granted by your background:

  • (a) a Rapier or (b) a Shortsword

  • (a) a Rifle and 20 gun bullets or (b) a Shortbow and Quiver of 20 Arrows

  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack

  • Thick Shirt, two daggers, and thieves’ tools


spellcasting:

Spellcasting⁠ - Elemental Trickster

When you reach 3rd Level, you gain the ability to cast Spells. See the general rules of Spellcasting and the Wizard spell list.   Cantrips. You learn three cantrips: Druidcraft and two other Cantrips of your choice from the Wizard spell list. You learn another wizard⁠ cantrip of your choice at 10th level.   Spell Slots. The Elemental Trickster Spellcasting table shows how many Spell Slots you have to cast your Wizard Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person⁠ using either slot.   Spells⁠ Known of 1st-Level and Higher. You know three 1st-level Wizard Spells of your choice, two of which you must choose from the Enchantment and Illusion spells⁠ on the wizard⁠ spell list.   The Spells Known column of the Elemental Trickster Spellcasting table shows when you learn more Wizard spells⁠ of 1st Level or higher. Each of these spells⁠ must be an Enchantment or Illusion spell of your choice, and must be of a level for which you have Spell Slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd Level. The Spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Wizard Spells you know with another spell of your choice from the wizard⁠ spell list. The new spell must be of a level for which you have Spell Slots, and it must be an Enchantment or Illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.   Spellcasting⁠ Ability. Intelligence is your Spellcasting ability for your Wizard spells⁠, since you learn your Spells through dedicated 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.   Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier   Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
class features:

Expertise

At 1st level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with thieves’ tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies. At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves’ tools) to gain this benefit.  

Sniping

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the atta⁠ck roll. You don’t need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the attac⁠k roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sniping column of the Marksman table.  

Cunning Action

Starting at 2nd Level, your evasiveness and agility allow you to move and act quickly and quietly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Marksman Archetype

At 3rd Level, you choose an archetype that you emulate in the exercise of your marksman abilities: Sniper, Bounty Hunter, or Elemental Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.  

Ability Score Improvement

When you reach 4th Level, and again at 8th, 10th, 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.  

Uncanny Dodge

Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack’s damage against you.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a devil fruit user's fireball ability or an Ice Storm attack. When you are subjected 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.  

Reliable Talent

By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.  

Power of Observation

Starting at 14th level, you can pick and use any one Observation Haki Feat of your choice even if you don't meet the Ability Score prerequisite. If you are unable to use this feat upon leveling up, you may choose to take it at any point you have the ability to.  

Mastermind

By 15th level, you have acquired greater mental power. You gain proficiency in Intelligence Saving Throws.  

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren’t Incapacitated.  

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or Long Rest.
subclass options:

Marksman Archetypes

There are various types of marksmen that utilize a number of different tools to strike their targets from a distance. Through developing these methods of sniping and ranged dueling, several archetypes have emerged.  

Sniper


Snipers are marksmen that try to maximize their range and stealth when hunting a target using camoflauge and distance. They will rarely ever be spotted or caught out when gunning down their prey from a safe location. These marksmen are horrifying to deal with from far away.

Eagle Eye

When you choose this archetype at 3rd Level, you can use a bonus action to double the range of one ranged attack during your turn that has a range of 5 feet or greater. You can use this feature a number of times equal to double your Proficiency Bonus until you complete a short or long rest.  

Headshot

Starting at 3rd Level, you can take aim at unsuspecting enemies to deal a lethal blow to one of their vital points. You have advantage on Attack Rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  

Supreme Camoflauge

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Sniper's Support

At 13th level, you can support and draw attention away from your allies while they are fighting your target up close. When you deal damage with your Sniping feat against a creature on your turn, you can use a bonus action to mark that same creature until the start of your next turn. While marked, the next attack against that same creature will have advantage.  

Ultimate Headshot

Starting at 17th level, you become a Master of Sniping. When you Attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your Attack against the creature.  

Bounty Hunter


Bounty hunters specialize in hunting and stalking their prey from any distance. They have an innate ability to gather information and blend into large crowds in a more urban setting. They will always cash in their bounties so long as they prepare accordingly.  

Bonus Proficiencies

When you choose this archetype at 3rd Level, you gain proficiency with the Disguise Kit and Nets.  

Bounty

Starting at 3rd level, you can track any creature to claim its bounty. If you spend at least 24 hours studying a location where a creature with a bounty has been in or currently resides to mark them by using a bonus action. Once you have marked your target, you know their exact location at any time while they are within 1000 feet of you. Additionally, you have advantage on Wisdom or Charisma checks made to investigate them or discover their location. You can only mark one creature at a time. In order to mark a new target, you must have turned in your previous target and received the reward money. Additionally, you may spend a bonus action to forget your currently marked target to allow you to mark a new one. But you must spend the same amount of time to re-mark the same target again after forgetting.  

Confronting Capture

Starting at 9th level, when dealing with a foe in close range, you are able to stand toe-to-toe with them. You no longer suffer disadvantage on ranged attacks made within 5 feet of a creature. Additionally, creatures have disadvantage when attempting to resist being grappled or restrained as a result of any effect you create.  

Mark of Death

At 13th level, you may mark a number of creatures equal to your Proficiency bonus without needing to forget any. Additionally, due to your advanced understanding of your targets' weaknesses, you always add your Sniping bonus against a creature you have marked when you hit them with a ranged weapon attack.  

Professional Hunter

Starting at 17th level, you become famous for bounty hunting and cashing in the bounties of your prey. When you turn in a target that has been marked to collect a bounty, you receive an additional 20% of the reward cash. Moreover, your fame and recognition has made you into a widely respected individual in the eyes of authority and government figures around the world. Bounties can no longer be placed on your head or added to without substantial reason.  

Elemental Trickster


Elemental Tricksters have mastered the science of many complex traps, tools, and plants. They may use these tools to aid in combat or simply create a number of illusory effects to distract your opponent.  

Nature's Invention

Starting at 3rd Level, when you cast Druidcraft, you can perform the following additional tasks with it:  
  • You can make your next Ranged Weapon attack deal fire, cold, or lightning damage instead. You can use this feature a number of times equal to twice your Intelligence modifier. You regain all uses of this feature again once you complete a short or long rest.
  • You can enhance any natural shell and turn it into a Simple Dial of your choice. You can't use this feature again until you complete a long rest. You can have a number of Dials created this way equal to your Intelligence Modifier. You can cast this spell again to remove the properties from a Simple Dial you created and revert it back to a normal shell.
  • You create a natural trap of your choice. This works the same as a Hunting Trap or Caltrops (pick one). You can use this feature a number of times equal to twice your Intelligence modifier. You regain all uses of this feature again once you complete a short or long rest.
 

Gift of the Wild

At 9th level, you may also learn Druid Spells using your Spellcasting feature, using the same limitations. Additionally, you may use Druidcraft as a bonus action.  

Ingenious Ambush

Starting at 13th level, if you are hidden from a creature when you Cast a Spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

Lord of Nature

At 17th level, you gain the ability to magically steal the power from a spell and use it by channeling it through your plants.   Immediately after a creature casts a spell that Targets you or includes you in its area of Effect, you can use your Reaction to attempt to absorb the effect into a seed and force the creature to make a saving throw with its Spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s Effect against you, and you steal the knowledge of the spell if it is at least 1st Level and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you know the spell through your plants and can cast it using your Spell Slots. Once you use this feature, you can’t use it again until you finish a Long Rest.

Created by

Kysouu.

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