Base Class: Fighter
You specialize in taking any object and making it into a deadly weapon or piece of ammunition. You have the spark of magic in you that you can use to imbue random junk to make them even more deadly. Sometimes, killing monsters by hitting them in the head with steel ball bearings and spoons doesn't cut it, and you have to manifest your spark of magic into real spells. You don't get your magic from study or from willpower, rather you watch and listen, and through careful observation and understanding, you can manipulate the weave. With every milestone, you learn to marry these martial and uncanny skill at marksmanship closer and closer until what's mundane and what's magic becomes impossibly blurred.
Throw Anything
Starting at 3rd-Level, you gain the ability to make any object that you can carry into a deadly weapon. You add your proficiency modifier whenever you make an attack with an improvised weapon. As long as an object weighs less than 5 pounds, you can make a ranged attack with that object, with a regular range of 20 feet and an extended range of 40 feet. This attack deals 1d6 damage on a hit, plus your Dexterity modifier.
Arcane Accuracy
Your marksmanship is magically enhanced by your spells and magic. When you make a ranged attack, you can expend a spell slot to gain a bonus to attack rolls equal to twice that spells level. You always have the spell Catapult prepared, and when a creature fails their save against that spell they still take half damage.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Marksman Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the wizard spell list.
The Spells Known column of the Marksman Spellcasting table shows when you learn more spells, always from the wizard spell list. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Marksman spells you know and replace it with another spell from the Wizard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Marksman spells, since your spells are largely governed by your ability to perceive and understand. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Marksman spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Marksman Spellcasting
|
FIGHTER LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Magical Trash
Starting at 7th Level, any improvised attack you make is considered magical for the purposes of overcoming resistances and immunities.
Improved Throw Anything
When you reach the heights of 10th Level, and you make a ranged improvised weapon attack, you deal 1d10 damage, plus your Dexterity modifier. Your critically with improvised weapons on a natural d20 roll of 19 and 20. The range of your improvised weapons increases to 40/80.
See Things and Stuff
At 15th level, you have magical accuracy that can’t be hampered. You gain Blindsight 30’. Additionally, you’re never without the ability to generate more stuff! You are able to cast the spell Fabricate once per long rest, and simultaneously conjure any raw materials required by the spell. If you conjure these materials yourself, they disappear after 24 hours and can’t have a total value of more than 1000 gp.
Deluge of Stuff
At 18th Level, twice per short rest, when you make the attack action on your turn you can throw an incredible amount of objects. For the rest of your turn, each of your attacks is compared to the armor class of all creatures in a 30’ cone, and damages each of those creatures on a hit. This ability magical multiplies a single object per attack.
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