Ranger
Base Class: Ranger

The Marksman is an excellent tracker, staying far away and keeping their distance they stalk their prey before striking. They focus on long range weaponry, staying in the shadows until the prey is weak. They have many escapes during combat, whether it be Scout's Honor or Constant vigilance. If the Marksman is out of ammo with their weapons, they also have last resort skills for up close and personal, such as Snakes Coil and Return to Sender. The Marksman is a balanced subclass that will keep you alive

Shot on Sight

At 3rd level, you gain one of the following features of your choice.

Black scope

When a creature gets 5ft. from you, you can use this reaction to fire a long range weapon. The half damage and pushes them back 5 feet.

Fanning the flame

using both you action and bonus action, you fan your gun firing every bullet in the gun. each hit does half damage.

Run n' Gun

When using this action you dash double your movement speed, wielding- if applicable- two one handed firearms. any creature within 5 feet of this dash take half the rolled damage. 

Defensive procedure

At 7th level, you gain one of the following features of your choice.

Blending In

Many battles have taught me how to sink into the environment. When taking cover near something that will give you half cover, you get the full cover bonuses

Constant Vigilance

When two or more creatures begin a flank, you get an opportunity to dash away. This does not count as a reaction.

Scout's Honor

When there is a creature within 15 feet of you, you get a boost of speed, your movement speed increases by 10

Hawkeye

At 11th level, you gain one of the following features of your choice.

On Edge

Not knowing when a battle will break out makes you antsy, causing you to always be on edge. you learned how to feel the vibrations in the ground. You learn tremorsense in a 60ft range

Stunt Double

Seeing people fall has taught you how to take a hit, you get a resistance to ranged attacks 

Misconceptions

At 15th level, you gain one of the following features of your choice.

Evoid-cation

A Ranger's weakness is a mage, but unlike the Ranger the Marksman has learned the basics of magic, understanding how evocation works. whenever the Marksman gets attacked by with an evocation spell their AC increases by 2. On spells that require a saving throw, the Marksman gets no benefits.

Return to sender

When a creature targets you with a ranged or melee attack, if they roll your AC or lower as a reaction you can catch the weapon and strike them back with it. If you use Return to sender with a melee attack, to calculate the damage you add the weapon's damage plus your athletics or acrobatics modifier. If you use Return to sender with a ranged attack, to calculate the damage you add the weapon's damage plus your Acrobatics or Slight of Hands modifier. If the weapon has a Crimson Rite (blood hunter) or is a spell (fireball/ magic arrow) the reaction will be ineffective 

If you used Return to Sender with dagger, it would do 1d4+ Acro/athle

If you used Return to Sender with a shortbow, it would be 1d6+ SoH/Acro

Snake's Coil

People say a firearm specialist is doomed if they lose their guns, but we ain't some one trick pony. With only a one handed weapon in hand, you walk up to an enemy that is looking at you and when you get close enough you strike. Dropping your one handed weapon you jab right in the clavicle. The target must make a constitution saving throw- if they succeed they take 1d8 psychic damage, but if they fail the jab paralyzes the opponent for your next two turns. If  the paralyzed creature takes damage before the affect wears off, they take an extra 2d8 psychic damage and are no longer paralyzed.

Marksman Image

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