Marked Marksman (5e Class)

From D&D Wiki

(Redirected from Magic Shooter (5e Class))
Jump to: navigation, search

Marked Marksman[edit]

No one knows his origin, everyone who knows him says he has a mark on his heart, but his heart commands the marks on his skin. Some claim to see a third eye on his forehead, others claim he looks like a shadow, but what anyone see the most, are those who went crazy after crossing his path, disturbed by a symbol, as far as his mark is known. He is very good at leaving his mark, all beings that cross him get a mark, those who unfortunately live, go crazy with the symbol of his mark. The lucky ones who die, bear the same mark as him.

Creating a Marked Marksman[edit]

Why are you tagged? Is it hereditary? Who were you tagged by? Does the brand do something with your personality? When did you find out you're marked?

]

Quick Build[edit]

You can make a Marked Marksman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity.

Class Features

As a Marked Marksman you gain the following class features.

Hit Points

Hit Dice: 1d8 per Marked Marksman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Marked Marksman level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple and martial ranged weapons, dagger
Tools: Choose one artisan's tool
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, Insight, Intimidation, Investigation, Medicine, Perception, Sleight of Hand, Stealth, Survival

Equipment

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

Table: The Marked Marksman

Level Proficiency
Bonus
Features Great Marksman's Mark Point Great Marksman's Mark Atributes
1st +2 Great Marksman's Mark, Deft Explorer 1 0
2nd +2 Marked Weapon (Blowgun Lord, Bow God, Tyrant Daggers), Fighting Style 2 1
3rd +2 Assassination, Marked Foe 3 1
4th +2 Ability Score Improvement 3 1
5th +3 Extra Attack 4 2
6th +3 Cover Shot 4 2
7th +3 Marked Weapon (Blowgun Lord, Bow God, Tyrant Daggers), Evasion 5 2
8th +3 Ability Score Improvement 6 2
9th +4 Close-Quarters Shooting 6 3
10th +4 Nature's Veil, Marked Weapon (Blowgun Lord, Bow God, Tyrant Daggers) 7 3
11th +4 Precision 8 3
12th +4 Ability Score Improvement 9 3
13th +5 One Shot, One Kill 10 3
14th +5 Shatter Strike 11 4
15th +5 Marked Weapon (Blowgun Lord, Bow God, Tyrant Daggers) 12 4
16th +5 Ability Score Improvement 12 4
17th +6 Overwatch 13 4
18th +6 Improved Precision 14 4
19th +6 Ability Score Improvement 14 4
20th +6 Final Mark 15 5

Great Marksman's Mark[edit]

The Marked Marksman has a mark on his chest that spreads across his body, this mark gives abilities that can be improved at the levels indicated in the table above. The marks can spread to five places on your body:

  • Eyes;
  • Hands;
  • Legs;
  • Throat;
  • Hearth and Mind;

The Mark has a level that needs to be followed in each place on the body. That is, if you want to place the level three mark corresponding to the Eyes, you need to already have the level 1 and 2 mark of the Eyes.

Each level costs 1 point. Once chosen a feature, you cannot change it anymore.

  • Eyes:
    • lvl 1 - You gain advantage on perception and insight checks involving sight; and you ignore disvantage as long as you are not blinded, and have advantage on saving throws against the blinded condition;
    • lvl 2 - 60 feet darkvision, if your race already benefits you with this trait, then increase in 30ft your darkvision;
    • lvl 3 - 30 feet True Sight;
  • Arms:
    • lvl 1 - You can pick up or switch weapons as a bonus action; Additionally, standing up from prone now only costs 5 feet of movement;
    • lvl 2 - You can defend yourself from attacks faster by increasing your AC by +1;
    • lvl 3 - You have the ability to take extremely accurate shots, your attacks using class skills, or with ranged weapons you are proficient at, deal 1d4 more damage;
  • Legs:
    • lvl 1 - You can use Dash, Disengage, or Hide action as a bonus action;
    • lvl 2 - +10 feet speed, and add your proeficiency bonus to your iniciative;
    • lvl 3 - Proficiency (if you already have proficiency, gain expertise) and advantage in stealth checks;
  • Throat:
    • lvl 1 - Learn an additional language;
    • lvl 2 - You can imitate the voices of people you've heard;
    • lvl 3 - Enchant 1 person to do a spoken action of up to 5 words. You can use this trait once per long rest;
  • Hearth and Mind:
    • lvl 1 - You gain advantage on perception and insight checks involving smell and hearing; and you can see up to 2 miles away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you;
    • lvl 2 - You have advantage on saving throws against being charmed or frightened of.
    • lvl 3 - Every attack from your Marked weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Explorer[edit]

You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 5th and 9th level.

Canny[edit]

Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.

In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.

Roving[edit]

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless[edit]

As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery[edit]

You gain a +2 bonus to attack rolls you make with ranged weapons.

Thrown Weapon Fighting[edit]

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Close Quarters Shooter[edit]

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Interception[edit]

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).

Martial Versatility[edit]

Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Marked Weapon[edit]

At level 2, you can choose and invoque an indestructible weapon to accompany you along your journey, the weapon can be stored in your mark. You can see more details about each weapon below. You can select only one, and can't change your choice. These weapons don't need ammo, you can create them yourself by attacking with the weapon.

Choose between the weapons named "Blowgun Lord", "Bow God" or "Tyrant Dagger", both are detailed at the end of the class description. Your choice grants you features at 2nd level and again at the 7th, 10th, and 15th levels.

Assassination[edit]

At 3rd level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

Additionally, any hit you score against a creature that is surprised is a critical hit.

Marked Foe[edit]

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your marked enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the marked enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a marked enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Ability Score Improvement[edit]

When you reach 4th, 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.

Extra Attack[edit]

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

Cover Shot[edit]

At 6th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon's normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon's short range, you can use your reaction to make a ranged weapon attack against the source.

On a hit, instead of causing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.

Close-Quarters Shooting[edit]

At 9th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.

In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the start of your next turn.

Nature's Veil[edit]

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Precision[edit]

From 11th level onward, your ranged attacks score a critical hit range of 19 to 20 on attack rolls.

Additionally, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

One Shot, One Kill[edit]

At level 13th, every time you make a critical strike using your marked weapon, you can compel the enemy to make a Constitution saving throw with CD equals to 8 + Wisdom modifier + Proficiency Bonus, if the target fail, it loses all the hp descending to 0. If it succeeds, it takes 10d10 necrotic damage.

If you hit or not, you can't use this trait again until a short rest.

Shatter Strike[edit]

Starting at 14th level, you gain the ability to shatter the weapons of your opponents. Once every long rest, you may break an opponent's held weapon if that weapon is made of Wood, iron, Steel or some other material weaker.

In addiction, your ranged attacks ignore creature's resistances to piercing damage and treat immunity as resistance.

Overwatch[edit]

Beginning at 17th level, if you are wielding a ranged weapon, and a hostile creature that you can see moves into or within the normal range of that weapon, you can use your reaction to make an opportunity attack against that creature using your ranged weapon.

Improved Precision[edit]

From 18th level onward, your ranged attacks score a critical hit range of 18 to 20 on attack rolls.

Additionally, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Also, whenever you make an ability or skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Final Mark[edit]

When you reach the 20th level, your precision is unmatched by any other creature. Your Dexterity and Wisdom score increase by 4, and increase your maximum in 4 (if your limit was 20 then it changes to 24).

Marked Weapon[edit]

You can't select the weapon, the weapon chooses you. Here are some examples of weapons that can pick you up. Those weapons are indestructible.

You must use your Wisdom modifier + Marksman's Proficiency Bonus to your attack roll.

Blowgun Lord[edit]

This is the most versatile weapon that can choose you. With the blowgun, you can perform multiple attacks with a single action.

Lord's Powerful Shoot[edit]

At 2nd level, you can, to each turn, add an attribute to your attacks (the list of attributes can be seen in Great Marksman's Mark Attributes).

You have Marksman's points, they are always equal to you Marksman's Proficiency Bonus. Every turn you add an attribute to your attack, one is consumed. The class has Extra Attack and the Archetype has multiple attacks, the Marksman's points is consumed only one time in the round, but you can add the Great Marksman's Mark Attributes, to every attack in that turn. You regain all your Marksman's points once you make a long rest.

The amount of attack effects you know changes as seen in the Great Marksman's Mark Attributes column of the table The Marked Marksman.

Additionaly, the Blowgun Lord know three more attributes than the specified in the table. And has the Attribute bellow:

Good Night[edit]

Good night!

This shot deals no damage at all, but put the enemy to sleep. The creature must succeed on a DC 10 + Wisdom modifier + Marksman's Proficiency Bonus Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage.

Lord's Multiple Attacks[edit]

At 2nd level, you can make two attacks in the same action, the attacks must be directed to the same creature;

  • At 15th level, this value increases to three attacks in the same action;

The trait Extra Attack does not accumulate with this trait. So at level 15 you can use 3 attacks from this skill + 1 attack from the extra attack.

Lord's Great Damage[edit]

At 2nd level, using the Blowgun Lord, your damage is calculate using: 1d4 + Wisdom Modifier of piercing damage (This is the base damage, you can increase it even more, using the trait Lord's Powerful Shoot).

  • This die increases to 2d4 at 7th level;
  • This die increases to 3d4 at 15th level;
  • At 15th level you can add you Proficiency Bonus to your attack damage

Lord's Range[edit]

At 2nd level, the weapon have a range of (Range 50/200).

  • At 10th level, the range increases to (Range 200/800);

Lord's Powerful Mind[edit]

At 7th level, you can use your weapon without using your hands, only your mind, but you will need concentration and the weapon can't be more than 10 ft away from you (but the maximum range is centered on you yet). The Blowgun Lord can be disguised as a flute and can play alone every song you've listened before.

Breath Shot[edit]

At 10th level, you become the weapon. Now you can launch the attack directly from your mouth itself and you don't need concentration to shoot attacks.

Returning to origins[edit]

The Blowgun Lord passes on some of its hunting knowledge to you.

Natural Wanderer[edit]

Starting at 10th level, you gain the ability to enter a tree and move from inside it to inside another tree within 360 feet, using a bonus action. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees within 360 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in.

You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. You cannot attack from inside the tree, and in addition, you must end your turn outside the tree, if you have no movement left, you appear within 5 feet of the tree you entered, at the first unoccupied space, and you will take 1d10 force damage.

After exiting the tree, you can spend your action to turn invisible. You can remain invisible until you take an attack action, cast a spell, or move to a position greater than 5ft away from the tree you left.

You can use this trait a number of times equal to your Proficiency Bonus. You regain this trait after a long rest.

Feral Sense[edit]

At 15th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 90 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Bow God[edit]

This is the weapon with the longest range and that can bring you the most utility. The form of this weapon changes to what you want between Heavy Crossbow, Light Crossbow, Longbow or Shortbow.

God's Shot[edit]

At 2nd level, you can, to each attack, add an attribute to your attacks (the list of attributes can be seen in Great Marksman's Mark Attributes).

You have Marksman's points, they are always equal to you Marksman's Proficiency Bonus. Every turn you add an attribute to your attack, one is consumed. The class has Extra Attack and the Archetype has multiple attacks,which works like the one mentioned above in "lord's Multiple Attacks".the Marksman's points is consumed only one time in the round, but you can add the Great Marksman's Mark Attributes, to every attack in that turn. You regain all your Marksman's points once you make a long rest.

The amount of attack effects you know changes as seen in the Great Marksman's Mark Attributes column of the table The Marked Marksman.

You know the attribute Net arrow:

Net Arrow[edit]

Is that you, Hawkeye?

You can fire a Magical Net arrow that causes no damage. That works like an Net but with more range, and it has the particularity that it can restrain incorporeal creatures.

Net Characteristics: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are Huge or larger. A creature can use its action to make a DC 10 + Your Proficiency Bonus Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 10 + Your Proficiency Bonus) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Oathbow[edit]

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies".

At 2nd level, when you use the Bow God to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with the Bow God against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

God's Damage[edit]

At 2nd level, using the Bow God, your damage is calculate using: 1d8 + Wisdom modifier of piercing damage (This is the base damage, you can increase it even more, using the trait God's Shot).

  • This die increases to 1d10 at 7th level;
  • This die increases to 2d8 at 15th level;
  • At 15th level you can add you Proficiency Bonus to your attack damage

God's Range[edit]

At 2nd level, the weapon have a range of (Range 200/800).

  • At 10th level, the range increases to (Range 400/1600);

Vicious Hand Crossbow[edit]

At 7th level, you can use transform your weapon into a Hand Crossbow and use it with one hand.

Additionally, when you roll a critic with the Bow God, the target takes an extra 2d6 piercing damage.

Magic Shot[edit]

Point to something or someone and shoot.

At 10th level, you become the weapon. Now you can launch the attack directly from your hands itself.

Aimed Shot[edit]

You were trained by a God. You cannot miss anymore.

True Marksman[edit]

When you reach 10th level, you may never have disadvantage on attack rolls with ranged weapons.

No mistakes[edit]

At 15th level, whenever you miss a ranged attack, you can choose to treat that attack as a natural 20. You can use this ability a once per long rest.

Tyrant Daggers[edit]

This is the weapon with more damage that can choose you.

Tyrant's Shot[edit]

At 2nd level, you can, to each attack, add an attribute to your attacks (the list of attributes can be seen in Great Marksman's Mark Attributes).

You have Marksman's points, they are always equal to you Marksman's Proficiency Bonus. Every turn you add an attribute to your attack, one is consumed. The class has Extra Attack and the Archetype has multiple attacks, the Marksman's points is consumed only one time in the round, but you can add the Great Marksman's Mark Attributes, to every attack in that turn. You regain all your Marksman's points once you make a long rest.

The amount of attack effects you know changes as seen in the Great Marksman's Mark Attributes column of the table The Marked Marksman.

You know the attribute Tyrant pressure:

Tyrant Pressure[edit]

Every time you hit an attack in a enemy, the enemy must do an Wisdom Saving Throw DC 10 + Wisdom Modifier + Proficiency Bonus, if fail, it will be Frightened of you for 1d4 turns. If you hit the enemy again when it stays frightened, you'll increase in 2 turns this condition.

Twin Daggers[edit]

No matter how many times you throw your two daggers, they keep reappearing in your hand.

At 2nd level, you can make two attacks in the same action by throwing tour daggers.

The trait Extra Attack does accumulate with this trait. So you can use 2 attacks from this skill + 2 attack from the extra attack.

Tyrant's Damage[edit]

At 2nd level, using the Tyrant Dagger, your damage is calculate using: 1d6 + Proficiency bonus of piercing damage (This is the base damage, you can increase it even more, using the trait Tyrant's Shot).

  • This die increases to 2d4 at 7th level;
  • This die increases to 2d6 at 15th level;
  • At 15th level you can add you Proficiency Bonus to your attack damage

Tyrant's Range[edit]

At 2nd level, the weapon have a range of (Range 25/100).

  • At 10th level, the range increases to (Range 50/200);

Tyrants Blades' Curse[edit]

Starting at 7th level, you can cast a curse on an enemy. Whenever a creature is hit by any of your attacks using one of your Tyrant Daggers, that creature is considered under your Tyrants Blades' Curse.

Whenever a creature under the Tyrants Blades' Curse is forced to make a saving throw against one of your attacks, it must roll a d8 and subtract it from your save result. In addition, the creature also rolls a d8 and subtracts it from any ability check, attack, or other action it takes against you.

You can only have one enemy marked with the Tyrants Blades' Curse at a time. If you perform an attack on another enemy, the curse passes to that other attacked enemy.

Relentless Hex[edit]

Starting at 10th level, your Tyrants Blades' Curse creates a temporary bond between you and your target. As a bonus action, you can teleport anywhere within 50 feet of the enemy marked with the Tyrants Blades' Curse. This teleport does not create openings for opportunity attacks.

The Great Tyrant[edit]

More than an Assassin, a Tyrant.

Dire Curse[edit]

Starting at 10th level, when a creature is under the effects of your Blade Curse, you gain the following additional benefits:

  • You gain a bonus to damage rolls to every attack against the cursed target. The bonus equals your proficiency bonus.
  • If the cursed target dies, you regain hit points equal to your Marked Marksman level + your Wisdom Modifier (minimum of 1 hit point).
Disapearing in Shadows[edit]

At 15th level, you gain the ability to hide and sneak upon your prey like a living shadow. If you are in dim light or darkness, you can take the Hide action even when being clearly seen or is in combat.

In addition, as an action, you can step into the shadows now, or into the darkness itself.

If it's a creature's shadow, you move with it. If you step into an object's shadow or enter a location with dim light or darkness, you can move anywhere it extends.

If the shadow is fully lit, you are automatically kicked out of the darkness. If it is partially lit, you are forcibly pushed into the first area with darkness connected to the one you were in as long as it is within your full movement distance.

You can stay in the shade for up to 1 minute. After stepping out of the shadow, you score an absolute success on the hide action and are counted as invisible as long as you remain in the shadow. You can use this action once per long rest.

Great Marksman's Mark Attributes[edit]

Toad Tongue Shot[edit]

Did I see that guy use his tongue to steal those keys?

This shot deal no damage but can be used to steal objects.

You must roll an ordinary hit die towards an object that you can see. If you do not wish to be seen performing this action, you must also roll a Stealth die with disadvantage against an enemy's Perception die.

This shot is attached to a magical line that you can use to pull the object with a Dexterity roll, which varies depending on the object's size and weight. It is up to the DM to decide the DC.

Steel Claw Shot[edit]

Where did he get that rope from?

This shot deals concussive damage if used in an enemy (but we don't recomend) and can be used for strategic escapes.

It consists of placing a magic greater weight on the tip of the projectile in the form of a claw. After hitting the target and latching onto it, a magical rope is created between your weapon and the projectile. You can perform an acrobatics or atletics check to pull yourself towards the projectile.

Burning Shot[edit]

Where did this fire come from?

This shot deals 1 + Wisdom modifier additional fire damage.

Sub-Zero Shot[edit]

That shot had no ice when it launched!!

The further away it hits, the more damage it does. This shot freezes water in the moisture of the air (terrain advantage) and gets stronger the further away from the target. This shot deals some additional cold damage to your damage roll based on how far it was fired.

The damage dealt is reduced the closer the enemy is. Follow the guidelines:

  • Up to half normal weapon range = Half damage rounded down
  • Up to normal weapon range = Full damage
  • Up to half weapon maximum range = 1.5x damage rounded down
  • Up to maximum weapon range = 2x damage

Thor's Favorite Shot[edit]

Thor must love this guy!

Shooting with this attribute deals electrical damage, and the target hit must make a Constitution check, DC 10 + Wisdom modifier + Proficiency bonus, if fail the target become Paralyzed for one round.

Meteor Shot[edit]

I'm sure that shot shouldn't have been fired from that gun!

This shot deals area damage in a 10-foot radius and explodes into shards, all creatures in the radius must make a Dexterity check, DC 10 + Wisdom modifier + Proficiency bonus, if they fail they suffer 1 + Wisdom modifier piercing damage to everyone in the area, however, in the square you're aiming at there is an enemy, it deals an additional 1d4 + Wisdom modifier to that enemy if your shot to hit.

Spark Shot[edit]

Damn, it looked like a cannon!

This shot deals full damage to all enemies within the 15ft in line and they must make a Dexterety check, DC 10 + marksman's wisdom, if they fail they are deafened and blinded for one turn.

Snake Shot[edit]

Did he just throw a snake at them?

Poison damage shot, you leave the target poisoned on a failed Constitution check, DC 10 + Wisdom modifier + Marksman's Proficiency Bonus, and deal an additional 1d4 damage for two turns.

Acid Shots[edit]

Did that me-me-melt that armor??

This shot deals acid damage, with a chance to corrode armor on a failed Constitution check, DC 10 + Wisdom modifier + Marksman's Proficiency Bonus, decreasing the opponent's AC by 1 for 2 turns.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Marked Marksman class, you must meet these prerequisites: dexterity 13, wisdom 13.

Proficiencies. When you multiclass into the Marked Marksman class, you gain the following proficiencies: Light armor, simple weapons, ranged weapons, and 1 skill from the class skill list


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: