Hunter's Focus. Whenever the marksman misses a creature with a ranged weapon attack, they gain advantage on consecutive ranged weapon attacks until they hit a creature.
Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 150/600 ft., one target. Hit: 10 (1d10+5) piercing damage.
Place Trap. The marksman places a trap within an unoccupied space it can see within 10ft of it that is invisible to creatures unless detected by magical means. The first hostile creature to enter within 10ft of the trap, trigger the trap, and must make a DC 12 dexterity saving throw taking 1d6 (elemental damage) and become restrained until the end of their next turn, or take half damage and are not restrained on a success.
Combat Maneuver (Recharge 6). The marksman makes a combat maneuver that is within reason of their skill set. If the maneuver requires an attack roll, use the marksman's weapon attack bonus +4. Some maneuvers may require a target to make a DC 12 saving throw to resist the maneuver’s effects.
- Single Target (Attack Roll - No Save). 2d6 damage.
- Single Target (Save or Half). 1d10 damage.
- Multi-Target (Attack Roll - No Save). 2d4 damage.
- Multi-Target (Save or Half). 1d6 damage.
Archer’s Eye (1/turn). Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can roll a d8 and add the number rolled to the total.
Repelling Shot. In response to a creature moving within 10ft of the marksman, they can jump backward in a 15ft straight line.
Description
An expert marksman and sniper.
Lair and Lair Actions
Comments