Base Class: Rogue
A Marksman is deadly and efficient from a distance, perfecting their skills with the ranged weapon of their choice. As a Marksman you have trained to stay in the back lines, sniping your enemies from afar, or you may prefer to stay in the fight and use your ranged expertise to fire upon foes very near to you. While your primary training has been with arrows or bullets, you have also developed a keen eye and ways to stay within safe distance of your enemy.
Marksman’s Eye
Once per short rest you can choose one creature to watch over. You have advantage on Wisdom (insight) and Wisdom (perception) checks against that creature. When that creature dies, you can choose a new creature to watch over.
Tactical Disengage
You can make a melee weapon attack with disadvantage as a part of the disengage action. Additionally, when you take the disengage action you gain a climbing speed equal to your movement speed until the end of your turn.
Rapid Reload
You can use a bonus action to attack with a ranged weapon, even if it has the loading property and has been used as an action this turn.
Adaptable Ammunition
You gain the following cunning strike options.
Armor Piercing (Cost: 1d6). The target must succeed on a constitution saving throw, or it has a -2 to its AC on your next attack.
Ricochet Rounds (Cost: 2d6). After hitting a creature with a ranged weapon attack, you can cause another creature within 15 feet of it to make a dexterity saving throw. On a failed save, that creature takes piercing damage equal to your sneak attack dice.
Deadshot
Your ranged weapon attacks score a critical hit on a roll of 19-20. Additionally, critical hits with ranged weapons stun the target until the end of their next turn, and deal piercing damage equal to your sneak attack dice on the start of the target's turn.
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