Ranger
Base Class: Ranger

To become a Marksman, you must excel in ranged combat. Whether honing their abilities through hunting wild game, on the field of battle, or with archery exhibitions, a Marksman finds precision in their aim and ensures their ammunition is never wasted.

Level 3: Marksman magic

You learn an additional spell when you reach certain levels in this class, as shown in the Marksman Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.

3rd level 

5th level

9th level

13th level

17th level
Magic missile

Melf's acid arrow

 Flame arrows

Mordenkainen's faithful hound

Rary's telepathic bond

Level 3: Focused shot

You can aim your shot to compromise your enemy. On your turn, you may expend a spell slot (no action required) in order to aim for one of the body parts from the list below or the equivalent body part for the creature (DM's discretion) The next time you hit with a ranged weapon attack within the next minute, you deal damage plus an extra 1d8 damage per level of spell slot, and the target must make the corresponding saving throw against your ranger spell save DC. If you use this feature while you already have a focused shot prepared, the previous focused shot ends.

Eye   The target must succeed on a Wisdom saving throw or become blinded until the end of your next turn.
Hand  The target must succeed on a Strength saving throw or drop whatever it is holding and make weapon attacks with disadvantage until the end of your next turn. 
 Leg  The target must succeed on a Dexterity saving throw or have its movement speed become 0 until the end of your next turn.
 Throat  The target must succeed on a Constitution saving throw or become unable to speak or use any abilities that use its mouth, throat, or breath until the end of your next turn.
 Vitals  The target must succeed on a Constitution saving throw or take an extra 2d8 damage.
 Wing The target must succeed on a Strength saving throw or fall prone.

Level 7: Precision aim

Your ability to hit your mark becomes unparalleled. When you start your turn, you may choose to make all ranged weapon attacks you make this turn with advantage. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

Level 11: Eagle eye

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Level 11: Sniper

You can hit targets across great distances by taking a moment to ready your shot. As an action, choose a creature or object you can see within 1 mile of you. Until the end of your next turn, all ranged attacks you make against the target are within your range and are never at disadvantage.

Level 15: Extra ranged attack

Whenever you take the Attack action on your turn, you may make an additional ranged weapon attack as a part of that action.

Previous Versions

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1/26/2025 9:08:45 PM
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