Base Class: Fighter
The Marksman chooses skill over strength to take down their foes.
Target Practice
When you choose this archetype at 3rd level, you learn to perform maneuvers that exploit or create enemy vulnerabilities.
Called Shot. You learn two called shots of your choice, which are detailed under “Called Shots” below. Each use of a called shot must be declared simultaneously with an attack action. You can use only one called shot per attack action.
You learn an additional called shot of your choice at 5th, 7th, and 11th level. Each time you earn an ability score increase, you can also replace one called shot you know with a different one.
Saving Throws. Some of your called shots require your targets to make a saving throw to resist the called shot's effects. The saving throw DC is calculated as follows:
Called Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Keen Senses
When you reach 7th level, you gain expertise in perception. Your passive perception is also always treated as having advantage.
Quick Hands
When you reach 10th level, you ignore the loading property of all ranged weapons. All thrown weapons are also considered to have the Finesse property.
Precision and Accuracy
When you reach 15th level, any attack roll made with a ranged or thrown weapon between 18-20 is considered a critical hit.
Take the Shot
When you reach 18th level, your aim is considerably more deadly. Instead of using the Extra Attack feature when using the attack action, you may instead make a single attack with a ranged weapon to score a critical hit on a target. Any called shot effects applied to this attack automatically succeed unless otherwise noted by another ability.
Called Shots
These called shots are presented by alphabetical order.
Block
You may use your reaction to make an attack against a target attacking with a ranged weapon within range. On a hit, the triggering attack fails and the target must make a Strength saving throw or it can no longer make attacks on its turn.
Counter
You may use a reaction to make an attack against a target attempting to cast a spell with somatic components within range. On a hit, the target must make a successful Dexterity saving throw or else the spell fails.
Dazzle
A target hit by this attack must make a Wisdom saving throw or lose its reaction this turn.
Disarm
A target hit by this attack must succeed a Strength saving throw or be forced to throw an item they are carrying or wielding in their hands 15 feet away from you.
Distract
A target hit by this ability makes checks to concentrate on spells at disadvantage until your next turn unless they succeed a Constitution saving throw.
Focus
Hit targets that are already damaged must make a Constitution saving throw or take 1 additional weapon damage die each time they are hit on until next turn.
Pierce
Attacks made against a target ignore AC granted by worn armor unless the target succeeds a Dexterity saving throw.
Pin
You may use your reaction to make an attack against a target attempting to move. A target hit by this attack must succeed a Dexterity saving throw. Upon failure, the target’s speed drops to 0 until the end of its turn.
Rapid
You may make additional attacks equal to your dexterity modifier {{modifier:dex}} this turn as a part of your attack action. All of your attacks gain -5 to hit until the end of your turn.
Ricochet
Attacks ignore all cover if you know the location of the target and can draw a path to the target within range. Attacks do not need to be within line of sight.
Steady
Attacks gain a +5 bonus to hit the target.
Trace
Targets hit by this attack must make a Wisdom saving throw or else the next attack made against them made by another source gains advantage.
Comments