Base Class: Ranger
The Marksman archetype epitomizes the skill and devotion it takes to become a paragon of long ranged warfare. Emulating the Marksman archetype means committing to the time and dedication it takes to perfect each and every shot you make.
Exceptional Range
At 3rd level, the distance of your weapons normal and long range is doubled.
For example, the longbow's normal range becomes 300 and long range becomes 1200.
Aimed Shot
At 3rd level, you can drop to one knee and take a moment to insure a true shot. When you make your first attack on your turn, you can decide to make an Aimed Shot. Doing so gives you advantage on ranged weapon attacks during this turn, but gives you disadvantage on Dexterity saving throws and reduces your speed to 0 until the start of next turn.
Hit the Mark
At 7th level, even if you don't always bypass your enemy's armor, you always make the shot. When you fail an attack roll you still deal half of your weapon's damage die, rounded down. You don't add your ability modifier to the damage of this attack.
As the blow does not surpass the target's armor, it is insufficient for the purposes of dealing additional damage from features like Sneak Attack and Hunter's Mark.
Headshot
Beginning at 11th level, one per long rest you can use a Bonus Action to declare a Headshot. When you do, the next ranged attack you make is an automatic critical hit.
Spotter
At 15th level, you can choose to target a number of creatures with Hunter's Mark equal to the level of spell slot you cast it with. If more than one target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of your to target new creatures.
Previous Versions
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Coming Soon
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