Base Class: Monk
A marksman is a person who is skilled in precision shooting or throwing ranged weaponry. With your mastery of ranged weaponry you know that the line between ranged and melee weapons is not entirely definite; for instance, spears, axes, daggers, and knives can be used for both throwing and striking, depending on purpose and situation, and a ranged weapon can also be used as a melee weapon in close encounters, such as an arrow being used as a hand weapon in desperate situations. Whether shot, thrown or even launched, a marksman can always aim down targets within their sights, especially with their seemingly uncanny vision.
Sniper Shot
Starting when you choose this tradition at 3rd level, you can fire off a deadly shot from deep range.
You gain a new attack option that you can use with the Attack action. This special attack originates from a ranged weapon of your choice and has a range of 90 feet. This range increases as you gain monk levels (increasing to 120ft at 5th level, 150ft at 11th level and 200ft at 17th level.) You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls, unless stated otherwise by the weapons property. Its damage is piercing, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Additionally you gain proficiency with ranged weapons, if you do not already have it.
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your Way of the Marksman Monk has been exposed to the operation of such weapons, and is proficient with them.
Optic Superiority
At 3rd level, your vision becomes unparalleled in terms of observing hidden or non-visible threats. You gain proficiency with the Perception skill and can add your Dexterity modifier to Perception checks that pertain to eyesight.
Additionally, you can take the Search action as a bonus action. If you successfully find an obscured creature or object with this bonus action you become aware of the target's location, within a range equal to your Sniper Shot, as it no longer gains any benefits of being hidden or invisible to you.
Ranged Retribution
At 6th level, you have become quick and deadly enough to be able to react to incoming attacks. When a creature makes a failed attack on you, you may use your reaction and spend 2 ki points to attack by taking a singular shot at them with your Sniper Shot.
You can spend additional ki points to increase the amount of shots taken. Each additional ki point you spend allows you take take another Sniper Shot as a part of the same reaction. The maximum number of ki points (2 plus any additional points) that you can spend on this reaction equals your proficiency bonus.
Sensory Ambit
At 11th level, your vision improves even beyond assumed humanoid capabilities. You can see up to 1 mile away with your normal eyesight and gain immunity to the blinded or deafened conditions.
Additionally, you can spend 2 ki points to gain an extra sense as a bonus action. This sense is one of the following, blindsight, darkvision, or tremorsense (your choice). You gain this sense for an hour and it has a range of 60 feet, if you already have this sense its range increases by 60 feet.
You can spend additional ki points to gain an extra sense. Each additional 2 ki points you spend add another sense of your choice.
Cover Fire
At 17th level, you are able to take advantage of every drop in any enemy's guard. As an action by spending 2 ki points you release a barrage of ranged weapon attacks. Choose a point within your Sniper Shot's range, each hostile creature in a 20-foot-radius, 10-foot-high cylinder centered on that point takes 4d10 piercing damage and has their movement speed reduced by half until the end of your next turn.
If a creature attempts to hit you or an ally with an attack while within this area, a miss will cause the creature to fall prone.
Previous Versions
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