Roguish Archetype: Marksman

by dArtagnan

Search GM Binder Visit User Profile

Roguish Archetype: Marksman

You sit behind the front lines, gun in the hand, waiting patiently to line up the perfect shot. The tools of murder have advanced, and you have no intention of being left behind. You specialize in firearms, those fancy new fickle weapons that kill in one shot or blow up in your face. And you quite fancy your luck.

Marksman Features
Rogue Level Feature
3rd Marksman's Training, Quickfire, Overwatch
9th Special Ammunition
13th Unseen Assailant
17th Tactical Placement

Marksman's Training

When you choose this archetype at 3rd level, you gain proficiency with firearms.

Quickfire

Also at 3rd level, you can use your Cunning Action to fire a one-handed firearm. You don't add your Dexterity modifier to damage, unless it's negative.

Overwatch

Finally at 3th level, you use your Cunning Action to take an overwatch stance. If a creature enters your weapon's normal range, you may use your reaction to make an opportunity attack against them with a ranged weapon. You can use this Cunning 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.

Special Ammunition

At 9th level, you learn how to make specialized ammunition. Once per turn when you make a ranged weapon attack as part of the Attack action, you can apply one of the options below to that attack.

You decide to use the option if the attack hits, unless the option doesn't involve an attack roll. If an option requires a saving throw, your Special Ammunition save DC equals 8 + your proficiency bonus + your Wisdom modifier.

  • Tracking Shot. Until the end of your next turn, attacks against the creature gets a +1d4 bonus to hit.
  • Bleeding Shot. The creature makes a Constitution saving throw, on failed save it takes damage equal to half your level at the beginning of its turns. At the end of its turn, the creature can repeat this save at the end of each of their turns, ending it on a success.
  • Distracting Shot. The creature makes a Wisdom saving throw, on a failed, it is incapacitated until the end of its next turn.

You have a number of special ammunition equal to you Wisdom modifier, and you regain all expended uses of it when you finish a short or long rest.

There are No Guns in My Setting!

Well, that's unfortunate for you, but it's quite understandable. The guns provided in the Dungeon Master's Guide are basically more expensive better crossbows. If you like the idea of this archetype, but your game doesn't use firearms, well crossbows do have a similar vibe.

In this situation, all effects relating to firearms instead apply to crossbows instead, this subclass grants proficiency in heavy crossbows, and the Quickfire feature lets you fire a hand crossbow as a bonus action.

Unseen Assailant

At 13th level, you've learned how to take advantage of your foes inattentiveness. Any hit you score against a creature that you are hidden from is a critical hit.

Tactical Placement

At 17th level, If you have cover from an enemy, your attacks against them have advantage if they don't have cover against you.

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers an additional feature that you can gain as a rogue. Unlike the features in the Player's Handbook, you don't gain the feature here automatically. Consulting with your DM, you decide whether to gain the feature in this section if you meet the level requirement noted in the feature's description.

Dirty Tricks

3rd-level rogue feature


When an attack you make qualifies for your Sneak Attack feature, you may subtract two or more dice from your sneak attack to impose a negative effect against your target instead. The choices for the negative effects and their costs are as follows:

  • Disorienting Strike. By spending 2 Sneak Attack dice, you force the target's next attack roll to be made with disadvantage.
  • Hamstring. By spending 2 Sneak Attack dice, you can halve the target's movement speed until the start of your next turn.
  • Poisoned Blade. By spending 4 Sneak Attack dice, the target is poisoned until the start of your next turn.
  • Staggering Strike. By spending 4 Sneak Attack dice, the target can use either an action or a bonus action on their next turn, not both.
  • Dirt in the Eye. By spending 5 Sneak Attack dice, the target is blinded until the end of your next turn.
  • Pinning Shot. By spending 5 Sneak Attack dice, your target's speed is 0 until the start of your next turn.
  • Disarming Shot. By spending 6 Sneak Attack dice, you knock a weapon your target is holding out of their hands.
Return of the Bleeding Condition

The Bleeding Shot makes reference to the bleeding condition. For a reminder, that can be found here.

If your game chooses to not use this condition, replace it's description with the following:

Bleeding Shot. The creature makes a Constitution saving throw, on failed save it takes damage equal to half your level at the beginning of its turns for the next minute. At the end of its turn, the creature can repeat this save at the end of each of their turns, ending it on a success. A successful Wisdom (Medicine) check against your Special Ammunition save DC or any magical healing also ends the effect.

Steady Aim: Revised

3rd-level rogue feature that replaces Steady Aim from Tasha's Cauldron of Everything


As a bonus action, you ignore disadvantage 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.

Archery: Revised

Fighting style that replaces the Archery fighting style


When you roll for damage for an attack you make with a ranged weapon, you roll one of the weapon's damage die twice and take the higher of the two results.

Sharpshooter: Revised

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • You double the normal range of ranged weapon attacks.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.





Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.