Marksman in Galir | World Anvil
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Marksman

While every fighter can draw a bow or hurl a javelin, those who train to become Marksmen dedicate themselves to perpetually improving their accuracy and precision with ranged weapons of all types. Most often, this deadly skill is backed up by an unmistakable focus and unshakable confidence. Relying on their innate talents and signature grit, there are few challenges a true Marksman cannot overcome.

Marksman Maneuvers

Marksman’s Gaze

  • When you make an Insight, Perception, or Investigation check, you can expend a superiority die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.

Piercing Shot

  • When you hit a creature with a ranged weapon attack, you can expend a superiority die to deal additional damage equal to two rolls of your superiority die.

Bonus Proficiency

At 3rd level, you gain proficiency in one of the following skills of your choice: Investigation, Perception, Sleight of Hand, or Survival  

Steady Aim

You can quiet your body so as to fire with deadly accuracy. Starting at 3rd level, if you haven't moved during your turn, you can use your bonus action to Take Aim, granting you the following benefits until the end of your current turn:
  • Your movement speed is reduced to 0 feet.
  • Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
  • When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can reroll the die. You must use the new roll, even if the new roll is a 1 or a 2.
  • You ignore disadvantage from your weapon's long range.

Cunning Shooter

Your experience as a marksman has trained you to identify and exploit the weak points of your enemies. Beginning at 7th level, your attacks with ranged weapons ignore resistances to piercing damage. Additionally, you can take the Search action as a bonus action.  

Reposition

Starting at 10th level, when you use Second Wind, your speed increases by 10 feet and opportunity attacks against you are made at disadvantage until the end of your current turn.  

Volley

At 15th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.  

Deadeye

Your marksmanship is supernatural in its precision. Starting at 18th level, when you use Steady Aim the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. This effect only ends early if you move more then 10 feet in one turn, or you are incapacitated.

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