Base Class: Bard
Bards of the College of Marksmen sometimes called Sharpshooters or Deadeyes, and they entertain through daring feats of weapon prowess. Marksmen perform stunts such as hitting the edge of a playing card from over 30 paces, snuffing out a candle with a shot, hit multiple throw targets before they hit the ground, and even shooting a lit cigar in someone's lip. Though they use their weapons to entertain, they are also highly trained and skilled ranges in their own right.
Their talent with weapons inspires many Marksmen to live double lives. One might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Others strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept Their talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
Bonus Proficiencies
When you join the College of Marksmen at 3rd level, you gain proficiency with medium armor, Longbow, Heavy Crossbow, and Firearms.
If you’re proficient with a simple or martial weapon, you can use it as a spellcasting focus for your bard spells.
Fighting Style
At 3rd level, you adopt a 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 something in the game lets you choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling (Range Weapon Variant)
When you are wielding a one-handed range weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Marksmen's Tricks
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, you can replace one attack with one of the following Tricks.
Defensive Trick. You can expend one use of your Bardic Inspiration and you may deal extra damage equal to the number you roll on the die. Your AC also increases by 4 until the start of your next turn.
Fast Hands Trick. You can expend one use of your Bardic Inspiration and take two attacks instead of one.
Mobile Trick. You can expend one use of your Bardic Inspiration and you may deal extra damage equal to the number you roll on the die. You can also push the target up to 10 ft. You gain the ability to teleport within 10 ft of the target.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master Marksmen
Starting at 14th level, whenever you use a Marksmen Trick option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
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