Fighter
Base Class: Fighter

The Markman is a specialist with ranged attacks, be it as a archer, a sniper or preformer.

Marksman Style

3rd-level Marksman feature

You learn one of the following special Marksman Style.

Close and Personal

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Like a Whisper

If you make a range attack when you are hidden, then you don't break your Stealth.

Sniper

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Ranged Weapon Style

3rd-level Marksman feature

You learn one of the following special Ranged Weapon Style.

Bow Specialist

You gain a +1 bonus to damage rolls with shortbows and longbows.

Crossbow Specialist

You ignore the loading property of crossbows and blowguns.

Throwing Specialist

When you make a ranged attack with a weapon that has the Thrown property, double its normal and long range.

Marksman Expert

Starting at 7th level, your ranged attacks gain +1 to hit and damage, this increases to +2 at level 15 and +3 at level 18.

This bonus does only applies to nonmagical weapons.

(Must be adjusted manually)

Special Arrows

Starting at 7th level you learn to make special arrows or bolts, these arrows or bolts take five days and cost 50 gp and you make a bundle of five. These arrows are all destroyed after being shot.

Starting at level 15, the crafted bundle size increases to ten arrows per five days.

If your special arrows require a saving throw, your Special Arrows save DC equals 8 + your proficiency bonus + your Intelligence modifier.

You can craft additional types of arrows if your DM agrees to it.

Fire Arrow
When you hit a target with one of these arrows, they take 1d8 fire damage.

Poisoned Arrow
When you hit a creature with one of these arrows, they must make a Constitution saving throw or be poisoned for one minute, thay can redo the saving throw at the end of each of its turns.

Barbed Arrow
When you hit a creature with one of these arrows, reduce its maximum hit points equal to the damage it took. This effect lasts until the creature takes a short or long rest.

Pinning Shot

At 10th level, you can take a -5 to your attack roll, if you hit the creature movement is now 0 and it must spend a whole turn (action, bonus action and movement) to remove the arrow.

You can only use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest.

Reaction Shot

At 15th level, if you have a weapon with the Range or Thrown property in one or both hands, and a creature moves within your weapon's normal range, you can make an attack of opportunity on it. you can’t use this feature if you have an enemy within 5 feet of you.

You can only use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest.

The Pinnacle

At 18th level, you gain one of the following features of your choice and you can change which features it's during a long rest.

You can only use this features twice per long rest, and you regain all expended uses after a long rest.

Concentration
You can use your bonus action and for the rest of this turn your range attack scores a critical hit on a roll of 18–20.

Accuracy
You can use your bonus action and for the rest of this turn you have advantage on all your ranged attacks.

Precision
You can use your bonus action and for the rest of this turn all of your ranged attacks have +20 damage.

Accuracy

You can use your bonus action and for the rest of this turn you have advantage on all your ranged attacks.

Concentration

You can use your bonus action and for the rest of this turn your range attack scores a critical hit on a roll of 18–20.

Precision

You can use your bonus action and for the rest of this turn all of your ranged attacks have +20 damage.

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