Medium Or Small Humanoid, Any Alignment
Armor Class 14 Light Armor
Hit Points 18 (4d8)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +5
Skills Perception +5, Stealth +5
Senses Darkvision 60, Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.
Bonus Actions

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.

Reactions

Repelling Shot. In response to a creature moving within 10ft of the marksman, they can jump backward in a 15ft straight line.

Legendary Actions

 

Mythic Actions

 

Description

An expert marksman and sniper.

Lair and Lair Actions

 

Townse4

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