Ranger
Base Class: Ranger

The Marksman exemplifies the ability to remain hidden and finish a target in one shot. As you continue on your journey along the Marksman's path, you learn new ways to find and exploit the weakness' of your enemies allowing you to fire faster and deal more damage. Talk to your DM about the access and availability of guns in the game you're playing, if your DM is allowing guns in their world you gain proficiency in guns.

Hidden Marksman

At 3rd level, you gain the ability to exploit a foe's distraction and find weaknesses in their defense.

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The damage increases by a d6 at 7th, 11th, 15th,  and 19th level to a maximum of 5d6.

Marksman's Eyes

At 7th level, you have gained the ability to see in low light.

If you're playing a race without Darkvision you gain Darkvision, giving you a Darkvision range of 60 feet. If you're playing a race with Darkvision your Darkvision becomes Superior Darkvision, giving you a Darkvision range of 120 feet. If you're playing a race with Superior Darkvision you have Perfect Darkvision, giving you a Darkvision range of 180 feet.

Your ranged weapon attacks score a critical hit on a roll of 19 or 20.

Quick Shot

At 11th level, you have learned how to reload your weapon and fire at incredible speeds.

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 unless that weapon has the loading property in which case you can only shoot half of the creatures you see within range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Steady Handed

At 15th level, you have learned how to steady yourself completely, allowing you to find the weakness of almost any target.

You can use your bonus action to gain advantage on your next ranged attack roll.

Your weapons attacks score a critical hit on a roll of 18-20.

Previous Versions

Name Date Modified Views Adds Version Actions
4/10/2020 1:08:42 AM
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4/29/2020 9:57:38 PM
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