Marksman

by SubClasser

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Marksman

Class Name
Level Proficiency Bonus Features
1st +2 Ordnance, Unarmored Defense
2nd +2 DIY Magazine
3rd +2 Marksman Specialty
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Evasive Maneuver
7th +3 DIY Magazine (2)
8th +3 Ability Score Improvement
9th +4 Specialty Feature
10th +4 Expert Targeting
11th +4 Heavy Artillery
12th +4 DIY Magazine (3)
13th +5 Ability Score Improvement
14th +5 Specialty Feature
15th +5 Special Occasion
16th +5 DIY Magazine (4)
17th +6 Close Call
18th +6 Ability Score Improvement
19th +6 Specialty Feature
20th +6 Armory

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 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + plus your Constitution modifier per Marksman level after 1st

Proficiencies


  • Armor: none
  • Weapons: All simple, Martial Ranged, Shortsword, Longsword
  • Tools: tinker's tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from skills Athletics, Acrobatics, Insight, Investigation, Perception, Persuasion, Stealth, and Survival

Equipment

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

  • (a) a Shortsword or (b) a Handaxe
  • (a) a Longsword or (b) a Lighthammer
  • (a) a Dungeoneer's pack or (b) a Explorer's pack
  • Ordnance

Ordnance

At the 1st level, through unknown or privately keep means you gain a specialized and uniquely designed hand crossbow with the word 'Ordnance' inscribed on the side along with specialized ammunition, through an unknown bond Ordnance will magically return to your possession if it is more than 5ft away from you. Ordnance deals 1d6 piercing damage, has a (40/130) range, and can be repaired with your Tinker's Tool if broke or damaged. During a short rest you can spend 15 gold worth of materials to make ten pieces of Ordnance's ammunition with your Tinker's Tools, during a long rest you can spend 50 gold worth of materials to make 80 pieces of Ordnance ammunition with your Tinker's Tools.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Intelligence modifier + your Dexterity modifier.

DIY Magazine

At the 2nd level, through hours of trial and error and the time spent becoming familiar with Ordnance you developed a magazine to hold extra ammunition that pack a harder punch. As a Bonus action you can load a magazine ignoring the loading property and a +2 to attack rolls for 1 minute. You can use this feature once per long rest. You can use this feature twice at 7th, three times at 12th level, and four times at 16th level.

Marksman Specialty

At the 3rd level, you can augment Ordnance and specialize your marksman skills for mid range, long range, close range, or close quarters. You can become a Sniper, Rifleman, Gunslinger, or Breacher. Your choice grants features at the 3rd, 9th, 14th, and 19th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 13th, and 18th 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

Beginning at the 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasive Maneuver

At the 6th level, you learn to think and move quick in the heat of battle to avoid being injured. As a Bonus action you can take the Dodge action. Whenever a hostile creature moves within 5ft of you can use the Disengage action as a Reaction.

Expert Targeting

At the 10th level, you learn to take the time to target a specific spot on an enemy doing more damage with each shot. When you take the Attack action you can carefully aim at a creature's weak spot dealing an extra 2d6 damage once per turn.

Heavy Artillery

At the 11th level, due to your traveling and the people you met you picked a few alchemical equations and learn how to use the required supplies to make a special alchemical solution to added an extra kick to Ordnance. During a long rest you can spend 15 gold worth of material to make an alchemical solution and add it to a specialize magazine. As a Bonus action you can load Heavy Artillery into Ordnance changing the damage die to a d12 and changing the damage type to force until the end of your next turn. You can use this feature twice per long rest. You gain proficiency in Alchemist's supplies.

Special Occasion

At the 15th level, after facing so many creatures and people that can resist Ordnance's ammunition you have your tools used to repair and augment it infused with magic and with practice you can do a special attack. Ordnance counts as magical to overcome resistances. As an Action you can make a single attack that depends on your Marksman Specialty.

Sniper fires a lighting bolt in a 5ft wide 60ft long line. Those hit have to pass a Dexterity saving throw (8 + your Proficiency Bonus + your Intelligence Modifier) or take 4d8 lightning damage, half as much on a success.

Rifleman fires three magical darts at three hostile creatures within range, each dealing 2d8 magical piercing damage.

Gunslinger Fires a bolt of fire dealing 2d8 fire damage.

Breacher Fires a wave of thunderous energy in a 20ft cone, those inside have to pass a Constitution saving throw (8 + your Proficiency Bonus + your Intelligence Modifier) or take 2d8 thunder damage and be knock prone. On a success they take only 2d8 thunder damage.

Close Call

At the 17th level, after one too many close calls you learn to use Ordnance as a melee weapon knocking back those that get far too close. When a hostile creature comes within 5ft of you, you can use a Reaction to make a melee weapon attack with Ordnance. Those hit have to make a Strength saving throw (8 + your Proficiency Bonus + your Intelligence Modifier) on a fail they are pushed back 10ft and take 1d8 bludgeoning damage. On a success they only take 1d8 bludgeoning damage.

Armory

At the 20th level, you became an expert and repairing and fixing Ordnance and crafting its ammunition you can now make a basic version of Ordnance along with a large supply of ammunition with relative ease. During a short rest you now spend 8 gold worth of materials making 30 pieces of ammunition for Ordnance and during a long rest you can spend 15 gold worth of material making 100 pieces of ammunition. During a long rest you can spend 30 gold worth of materials making three base copies of Ordnance and give them to three friendly creatures.

Sniper

You choose to specialize your marksman skills by staying far away from your targets and picking them off one by one with well placed and well timed shots.

Long Shot

At the 3rd level, you augmented Ordnance with a powerful scope, a custom stock, a long barrel, and enhanced firing system. Ordnance now has a (200/600) range and deals 1d12 piercing damage. You learn to hold your breath to give yourself a steadier aim. As a Bonus action you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Sniper's Nest

At the 9th level, you add a bipod to Ordnance allowing you lay prone and carefully acquire a target. As an Action you can go prone. For 1 minute while prone you can add half your Intelligence modifier (round up) to your attack rolls. Getting up from prone doesn't cost extra movement.

Relocating

At the 14th level, even experts miss from time to time and for various reasons out of their control, they just move to a better position and try again. If your attack miss you can use a reaction to move half your total movement in any direction. You gain a climbing speed equal to half your movement.

Eagle Eyed

At the 19th level, your marksman skills improved so much that you can land any shot you make with ease. As a Bonus action you can make a DC 10 Intelligence check on a success you have advantage on your next attack. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Rifleman

You choose to keep a fair distance away from your targets while still remain close to your allies preventing your enemies from getting too close.

Sheriff's partner

At the 3rd level, you augment Ordnance with an improve firing system, longer barrel, and a custom stock. Ordnance now deals 1d10 piercing damage and a (50/150) range. Whenever a creature attack you retreat to get a better chance at getting a clear shot. After an enemy makes a melee attack against you; regardless of whether it hits, you can move up to half your movement speed, this movement does not provoke attacks of opportunity.

Bodyguard

At the 9th level, you take upon yourself to defend the more than capable members in your group and made sure those that got too close to them will regret stepping too close. When ever a hostile creature moves within 20ft of a friendly creature you can see within range you can use your Reaction to attack that creature.

Sharpshooter

At the 14th level, as you made yourself the protector of the group you learn to think and react faster whenever a group of enemies get too close to your friends. As an Action you can take a defensive position, for 1 minute you can add half your Intelligence modifier (round up) to the attack roll when you use the Bodyguard feature. You can use this feature an amount of time equal to your Intelligence modifier per long rest.

Town Defender

At the 19th level, after spending so much time defending your friends and coming to their rescue you learn how to react fast enough to weaken or kill those that try to hurt them. Whenever a hostile creature deal damage to a friendly creature within range you can use your Reaction to reduce the damage by 1d10 + your Intelligence modifier. If you reduce the damage to 0 you instead deal the damage to the hostile creature. You can use this feature three times per long rest.

Gunslinger

You choose to get a little too close during fights to show how exceptional your marksman skills are especially in close tight spaces.

Old Reliable

At the 3rd level, you augmented Ordnance with a faster firing system, an improved barrel, and a new removable revolving magazine. Ordnance now has a (30/120) range and now deal 1d8 piercing damage. You learn to wait until an enemy gets too close to strike preventing them from running away. Whenever a hostile creature comes within 5ft of you, you can use your Reaction to attack adding your Intelligence modifier to the damage roll

Crack Shot

At the 9th level, having dexterous mastery over the new version of Ordnance you decide to implement it showing off your skills in flashy ways in combat. As an Action you can load a Magazine using one of the Crack Shots detailed below. You can use this feature three times per long rest.

Heavy Fire creatures in a 15ft cone have to pass a Dexterity saving throw (8 + your Proficiency Bonus + you Intelligence modifier) or take 6d6 piercing damage. Half as much on a success.

Quick Draw you can attack an amount of creatures equal to your Intelligence modifier (minimum of 1) within range. Each attack has advantage and you can add half your Intelligence modifier to the damage rolls.

Fan the Hammer you attack a single target emptying the entire magazine dealing an extra 3d6 damage, you can add you Intelligence modifier to the damage rolls.

Disarming Shot you can shoot whatever appendage a creature uses to hold an item to disarm it, forcing it to drop one item of your choice that it's holding. and the target must make a Strength saving throw (8 + your Proficiency Bonus + your Intelligence Modifier) on a failed save it drops the object you choose. The object lands at its feet.

Low Blow you can shoot a creature in the leg to attempt to knock the target down. You can add your Intelligence modifier to the attack's damage roll. If the target is Large or smaller, it must make a Strength saving throw (8 + your Proficiency Bonus + your Intelligence Modifier) on a failed save, you knock the target prone.

Kneecapper

At the 14th level, you have such expert control over this version of Ordnance you can hinder your targets with a well placed shot. Whenever you use the Expert Targeting feature you can reduce the targets movement to 0 instead.

Akimbo

At the 19th level, you become so confident in you dexterity and your skills at wielding your crafted another Ordnance and quickly learn how to do everything you can already do with the original Ordnance. As a Bonus action you draw a preloaded Ordnance for 1 minute, whenever you take the attack action you now deal 2d8 piercing damage. Your Gunslinger features deal twice the damage. You can use the DIY feature as an Action. You can use this feature three times per long rest.

Breacher

You choose to be in the thick of combat your Ordnance being used to for pure power knocking enemies back or being the first to enter a room starting combat with explosive force of power.

Boomstick

At the 3rd level, you augment Ordnance with a enhance firing system, a medium sized barrel, and a custom stock. Ordnance now deal 1d10 bludgeoning damage in a 30ft cone. You throw caution to the wind and knowing you can repair it you sometimes use Ordnance as a melee weapon. Whenever you take the Attack action you can use Ordnance to make a melee weapon attack dealing 1d10 bludgeoning damage.

Kick Back

At the 9th level, through a desire to deal as much damage as possible you manual overload Ordnance risking being knocked to the ground when you fire it. As an Action you overload Ordnance and firing dealing 3d10 bludgeoning damage. You have to make a Strength saving throw (8 + your Proficiency Bonus + your Intelligence Modifier) or be knocked prone. You can use this feature an amount of times equal to your Intelligence modifier per long rest.

Dragon's Breathe

At the 14th level, you decided to employ the use of fire burning your enemies as the force of Ordnance blow them away. As a Bonus action you can load a Magazine treated with an alchemical solution. For 1 minute you attacks deal an extra 1d6 fire damage. You can use this feature four times per long rest.

Focused Force

At the 19th level, through circumstances unique to you, you decided to make a removal barrel to affix to Ordnance allowing to focus the full power of it at a single target. As a Bonus action you can attach a long barrel to Ordnance changing the range to (50/150) for 1 minute. You can use this feature three times per long rest.

 

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