Arcane Marksman

Arcane Marksman

The thick odor of gunpowder fills a room as a human shoots down another would-be assassin with ease. With a giggle, an elf watches her prey walk by before a single dart hits their neck, their vision blacking out as they try to make out what just hit them. Arcane Marksmen are renowned for their ability to reshape their firearms to suit their needs, be it to hunt or to clear a room in a matter of seconds. Cunning inventors at heart, Arcane Marksmen would rather test their new toys out on living beings than a mere scarecrow, in hopes of learning what will make the most satisfying kill.

Hit Points:

Hit Points At First Level: 8 + Constitution Modifier

Hit Points At Higher Levels: 1d8 (or 5) + Constitution Modifier


Proficiencies:

Armor: Light, Medium, Shields

Weapons: Simple Melee, Simple Ranged, Martial Ranged

Tools: Tinker’s Tools

Saving Throws: Dexterity, Intelligence

Skills: Choose Two from Arcana, History, Acrobatics, Investigation, and Percpetion


Equipment:

You start with the following, as well as what your background provides.

  1. (a) Two Daggers or (b) A Handaxe and a Shield

  2. (a) Leather Armor or (b) Scale Armor

  3. (a) A Dungeoneer’s Kit or (b) A Explorer’s Kit

  4. A Marksman’s Pistol

  5. Tinker’s Tools


Table: The Arcane Marksman

Level

Proficiency Bonus

Features

1st

+2

Favored Enemy, Marksman’s Pistol

2nd

+2

Specialized Fighting Style

3rd

+2

Marksman Archetype

4th

+2

Ability Score Improvement

5th

+3

Arcane Ammunition

6th

+3

Steady Shot

7th

+3

Marksman Archetype Feature

8th

+3

Ability Score Improvement

9th

+4

Eagle’s Eye

10th

+4

Marksman Archetype Feature

11th

+4

Careful Maintenance

12th

+4

Ability Score Improvement, Specialized Fighting Style

13th

+5

Blank

14th

+5

Bullet With Your Name

15th

+5

Marksman Archetype Feature

16th

+5

Ability Score Improvement

17th

+6

Not So Fast

18th

+6

Marksman Archetype Feature

19th

+6

Ability Score Improvement

20th

+6

Last Stand

Favored Enemy: Starting at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.

When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.


Marksman’s Pistol: Starting at 1st level, you crafted a special pistol only you know how to use. 

A creature who gets their hands on the pistol must succeed on an Investigation check (DC = 10 + Your Intelligence Modifier + Your Proficiency Bonus) or spend the duration of a long rest to understand how to use it without your guidance, granting them another chance to make the Investigation check. You can teach a willing creature how to use a Marksman’s Pistol so long as they have at least 4 Intelligence and they’re given an hour of undisturbed guidance, allowing them to make the Investigation check with advantage.

The pistol deals 1d6 + Dexterity Modifier piercing base damage, and has a range of 75/200. You can attack with it eight times before needing to take a Bonus Action to reload. The pistol weighs 2 pounds. For all intents and purposes, the Marksman’s Pistol is considered a Martial Ranged Weapon that requires special training to use– meaning Arcane Marksman is the only class to have the proficiency from the start.

If you lose your pistol (Or you reforge it), you must spend 200 GP on materials and at least 12 hours to make another. You must have Tinker’s Tools to create another pistol. Your pistol also uses a specialized ammunition that most merchants don’t sell. Over the course of a short rest, you can use 15 GP of materials to make 45 bullets, or use 30 GP of materials to make 100 bullets over the course of a long rest. If your campaign allows the ability to create magical ammunition, you can enlist the help of a spellcaster (This spellcaster must be no less than two levels below your level.) to craft the equivalent of +1 ammunition by tripling the material cost, +2 ammunition by increasing the material cost ninefold, and +3 ammunition by increasing the material cost twenty-sevenfold. Magical ammunition is crafted in bundles of 20 for the lower cost, and 50 for the higher. You must have Tinker’s Tools in order to create ammunition. You can have a maximum of two Marksman’s Pistols along with your remodeled weapon. Firing a Marksman’s Pistol in your off-hand requires a Bonus Action. Both pistols cannot be reloaded simultaneously in a single Bonus Action, but you can elect to give up both your Bonus Action and your Standard Action to focus your attention entirely on reloading quickly, allowing both pistols to be filled in a single round.

Once you reach 3rd level, you may spend 200 GP on materials and 24 hours rebuilding your pistol into your chosen archetype’s signature weapon. You must have Tinker’s Tools to perform the reforge. Weapon-based archetype bonuses and features are inactive until this has been completed. Remodeling your Marksman’s Pistol counts as losing it for the purpose of being able to build another. 


Specialized Fighting Style: Starting at 2nd level, you can choose one fighting style that suits your combat needs. (Please note that these fighting styles only impact your Marksman’s weapons. Other weapons are not impacted by these.) At 12th level, you may choose one additional fighting style, but you cannot choose the same style twice.

Run and Gun: When using Disengage, you can make a ranged basic attack once as a Bonus Action.

Sustained Fire: For each round after two that you attack a single target, you gain an additional +1 bonus to your attack rolls, up to +4 (becomes +5 cap at level 10, and +6 at level 18). This bonus is lost if you target another enemy, unless you are attacking an adjacent target after the death of your original target, in which case the bonus lowers by two, to a minimum of +2.

Aim For the Head: You can choose to attack without your Proficiency Bonus; If you hit, you add double your Proficiency Bonus to the damage dealt.

Swift Footwork: If you’re targeted by a melee attack that doesn’t have advantage on you, you may use your reaction to impose disadvantage on that attack.

Punishing Shot: If you’re targeted by an attack that doesn’t impose an area-of-effect save and the attack misses, you can use your reaction to make a Ranged Basic attack.

Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Slippery Target: While prone, enemy attacks do not have advantage on you. Additionally, should an attack targeted at you while you are prone miss, you can use your reaction to make a Ranged Basic attack against the attacker.

Gut Shot: On your turn, if you’re being grappled, you can make a ranged basic attack against the person grappling you with disadvantage. If your attack hits, you gain advantage on the save to free yourself from the grapple, which you make immediately after the attack, regardless if you hit or missed.


Marksman Archetype: Starting at 3rd level, you can choose one of three Archetypes to suit your playing style. The Archetypes will be listed at the bottom of the class feature list. You will gain additional features regarding your chosen Archetype at 7th, 10th, 15th, and 18th level.


Ability Score Improvement: Starting at 4th level, you can put two points into one ability score, one point in two ability scores, or choose a feat. You get this selection again at 8th, 12th, 16th, and 19th level. As per standard ruling, you cannot increase an Ability Score past a maximum of 20.


Arcane Ammunition: Starting at 5th level, you’ve learned how to imbue your shots with elemental power, allowing them to deal specific damage to suit your needs. 

As a Bonus Action, you can imbue your Ammunition to deal Fire, Cold, Lightning, Force, Thunder, Necrotic, Radiant, Poison, or Acid damage instead of Piercing. Switching the damage type back to Piercing requires a Bonus Action. You can only imbue the ammunition within your firearm, and the imbued ammunition loses its power after an hour passes. You can imbue your ammunition an amount of times up to your Intelligence Modifier, and any lost charges will be replenished when you complete a short or long rest.

As you progress in Arcane Marksman levels, the ammunition you imbue starts to have more punch to them: Starting at 10th level, imbued attacks deal an additional 1d4 damage on hit. Starting at 16th level, imbued attacks deal an additional 1d6 damage. And starting at 20th level, imbued attacks deal an additional 1d8 damage.


Steady Shot: Starting at 6th level, you’ve learned how to use solid surfaces to help you aim.

When prone or behind partial cover, you have a natural +2 to your attack rolls while using your Marksman Weapon. 

Additionally, you can move up to half your speed while prone as a Bonus Action. This movement does not provoke an Attack of Opportunity.


Eagle’s Eye: Starting at 9th level, having to focus heavily on your shots, you’ve found that while you’re not moving you can see much sharper than you used to.

You have Advantage on Wisdom (Perception) checks to spot hidden objects, creatures, or paths while outside. You must be standing still to gain this benefit, as movement will disrupt your concentration. 

Additionally, you no longer suffer Disadvantage on long range attack rolls while using your Marksman Weapon.


Careful Maintenance: Starting at 11th level, after working with your gear for so long, you’ve learned different ways to boost their usefulness. You must have Tinker’s Tools in order to perform maintenance.

Each time you take a long rest, you can choose to upgrade your current armor to add +1 AC to it for 12 hours or no longer suffer Stealth Disadvantage, or you can upgrade your Marksman’s Weapon to gain +2 to attack or damage rolls for 12 hours. Maintenance requires absolute concentration to prevent small but potentially deadly errors: You cannot make any actions during your rest except to sleep or to perform maintenance. (Note for DMs, maintenance is no simple task: noises will be generated from the player’s actions, and it’s safe to say they’ll suffer disadvantage on Wisdom (Perception) checks. Players, work this out with your DM, some may consider taking the Alert feat as a good way to counter that disadvantage.)


Blank: Starting at 13th level, not every shot has to be lethal; Sometimes all you need is a little breathing room to get that shot in.

On your turn, when you hit a target that’s within your standard range while using your Marksman Weapon, you can choose to forgo your damage roll and instead push the target back up to five feet, ten if the attack is a critical. Your ammunition is still expended by this attack.


Bullet With Your Name: Starting at 14th level, as time goes on, you can’t help but notice that the ones you’ve hunted for so long have many more openings than you remembered.

You now have advantage on ranged basic attack rolls against your Favored Enemy while using your Marksman Weapon.


Not So Fast: Starting at 17th level, you take note of the fact that not everyone fights until the bitter end; Sometimes even the bravest people will turn tail and try to fight another day. You don’t like that.

Whenever an enemy uses Disengage or Dash, you can use your reaction to make a ranged basic attack against them using your Marksman Weapon. If it hits, the target takes 1d4 damage and their speed is reduced to 0. This attack still expends ammunition.


Last Stand: Starting at 20th level, you refuse to let your own demise keep you from taking someone down.

Once per long rest, when you’re reduced to 0 HP (even if the attack would kill you outright), you can make one final attack before the damage sets in using your Marksman Weapon. If the attack hits, it’s an automatic critical.


Marksman Archetypes


Warmonger

Warmongers embody the “First Man In, Last Man Out” mentality, utilizing multiple attacks at once along with some thrown weapons.

Carbine: Starting at 3rd level, when you choose this Archetype and proceed to reforge your Marksman’s Pistol, it becomes a Carbine. The damage die is reduced to to 1d4, the amount of times you can attack before reloading increases to 30, and reloading always takes a Bonus Action. This weapon also gains the Two-Handed and Burst Fire properties. A Marksman’s Carbine weighs 5 pounds.

Burst Fire: Starting at 3rd level, when you take the attack action, you can choose to fire three times in a single attack action. Attacking in this way requires a separate roll for each shot, with each additional shot taking a progressive -2 penalty to that attack. (I.E. If you were to roll a non-natural 20 for all three shots, the first shot would count as said 20, the second shot would count as 18, and the third as 16. Critical attacks still count as critical, regardless of the penalty.). You don’t have to target the same creature with your burst fire, but additional targets must be within five feet of the orginal target.

Extra Attack: Starting at 3rd level, when you take the attack action, you can attack twice instead of once. This increases to three times at level 8, then four times at level 16. This bonus only applies to your Marksman Weapon.

Hit The Dirt: Starting at 7th level, when a ranged attack is made against you (thrown, missile, spell, etc), you can use your reaction to fall prone, imposing disadvantage on the attack.

Molotov: Starting at 10th level, when you throw an Alchemist’s Fire and hit your target, the ground around your target gets coated with burning liquid, turning the ground the target’s on and the ground on each side of it (up to five feet) to be considered a hazard, dealing 1d6 fire damage to anything that steps into the flames. The flames last for one minute or until doused with water.

Disarming Shot: Starting at 15th level, when you take your attack action while using your Marksman Weapon, you can choose to take a -5 penalty to the shot. If the attack hits, the target has to make a Strength saving roll (DC = 10 + Proficiency Bonus -OR- 15, whichever is higher.) or lose their weapon.

Shrapnel Grenade: Starting at 18th level, you’ve learned how to make a special type of thrown weapon. By spending eight hours and 350 GP, you can make 8 Shrapnel Grenades. When thrown, these grenades detonate on impact and shower whoever is within 30 feet of the grenade with nails, metal shards, and wooden splinters. Targets within the range must make a Dexterity save (DC = 10 + Proficiency Bonus -OR- 15, whichever is higher.) or take 3d6 Piercing Damage. Anyone caught within 5 feet of the spot the grenade lands (or if they’re hit with the grenade) take an additional 1d8 fire damage as the grenade explodes.


Sharpshooter

One shot, one kill. That’s the motto of a Sharpshooter. Using range and staggering firepower, Sharpshooters are great for taking down bigger targets and employing special darts to sway the tide of battles.

Rifle: Starting at 3rd level, when you choose this Archetype and proceed to reforge your Marksman’s Pistol, it becomes a Marksman’s Rifle. The damage die increases to 1d12, the amount of times you can attack before reloading decreases to 1, and reloading always takes a Bonus Action. This weapon also gains the Two-Handed property. A Marksman’s Rifle weighs 6 pounds.

Magnification: Starting at 3rd level, your standard range increases to 300, and your long range increases to 800. This improved range only applies to your Marksman’s Rifle.

Darts: Starting at 7th level, you can start using hollow darts as ammunition, filling them with whatever liquid it can hold. When the dart hits a target, the liquid inside is injected into them, but no damage is done through the dart itself. This improvement only applies to your Marksman’s Rifle. You are not limited to using harmful liquids. For ammunition purposes, four bullets are consumed to create a dart.

Bipod: Starting at 10th level, you’ve learned how to make a specific attachment for your Marksman’s Rifle, allowing it to be rested on the ground or medium-height objects for more stability than without. Whenever you use the Steady Shot feature, your attack bonus from using partial cover increases to +3, and your attack bonus from attacking while prone increases to +4. 

Magazine: Starting at 15th level, the amount of times you can attack before needing to reload increases to 5. This improvement only applies to your Marksman’s Rifle.

Interchangable Barrel: Starting at 18th level, you can take 1 minute to switch your normal Marksman’s Rifle’s barrel for a more powerful barrel or a silenced barrel. The more powerful barrel increases the damage dealt to 2d12, but makes enough noise to be heard up to 100 miles away. The silenced barrel makes nearly no noise, imposing disadvantage on Wisdom (Perception) checks to hear which direction the attack came from. This improvement only applies to your Marksman’s Rifle. The charged shot given by the Improved Barrel requires the full round to charge, meaning you cannot attack more than once if you have the Extra Attack feature, and moving will disrupt the charge. Switching barrels provokes attacks of opportunity, given you must drop your guard to focus on the task.


Peacekeeper

Peacekeepers employ heavy armor and sweeping shots to keep foes at bay while ensuring the safety of their allies.

Streetsweeper: Starting at 3rd level, when you choose this Archetype and proceed to reforge your Marksman’s Pistol, it becomes a Streetsweeper. The damage die increases to 1d10, but now attacks in a cone blast (15 ft wide, 10 ft long), the amount of times you can fire increases to 10, and reloading always takes a Bonus Action. This weapon also gains the Two-Handed property. The range on this weapon is decreased to 30/80. For ammunition purposes, one bullet is one shotgun shell. A Streetsweeper weighs 8 pounds. All targets within the cone’s range must make a Dexterity saving throw (DC = 8 + Your Proficiency Bonus + Your Dexterity -or- Intelligence Modifier) to take half damage.

Armored: Starting at 3rd level, you gain Heavy Armor proficiency.

Shield Plate: Starting at 7th level, as long as you have your Streetsweeper readied, you gain +2 AC as if you’re wearing a shield. This bonus only applies to attacks you can see and are coming in the direction you’re facing.

Eyes On Me: Starting at 10th level, when you make an attack, you can also use your Bonus Action to threaten the targets of your shot. Affected targets must make a Wisdom save (DC = 10 + Proficiency Bonus -OR- 15, whichever is higher.) or suffer disadvantage on attacks that aren’t targeting you.

Intervene: Starting at 15th level, when you see an ally being targeted by an attack, you can use your reaction to  move up to your speed in an attempt to interject yourself between your ally and the enemy targeting them. If you make it to them, you can elect to take the damage in their place.

Slug: Starting at 18th level, you can choose to forgo the cone-like spread of your attack and instead deal 3d6 piercing damage to one target within the standard range of the Marksman’s Pistol (Not the Streetsweeper’s range). Creating a slug requires 3 shotgun shells. You may use slugs as often as you would like, but constant use weighs a heavy burden on the Streetsweeper. Each slug fired past five requires a successful DC 10 Intelligence saving throw or the Streetsweeper will jam, requiring an action to clear the jam, consuming the slug in the process. A completed short or long rest will reset this counter, given the Peacekeeper takes the time to clean and maintain their Streetsweeper through Careful Maintenance.


Gunslinger

Gunslingers choose to keep to their lighter firearms, favoring agility over powerful strikes.

Marksman’s Revolvers: Starting at 3rd level, when you choose this archetype and proceed to reforge your Marksman’s Pistol, it becomes a pair of Marksman’s revolvers. The damage die increases to 1d8, and the amount of times you can fire is reduced to 6 per revolver (12 shots total). Marksman’s Revolvers are light weapons, able to be fired single-handedly: Attacking with your offhand Marksman’s Revolver requires a Bonus Action. Marksman’s Revolvers are 3 pounds each.

Speedloader: Starting at 3rd level, your sheer manual dexterity allows you to reload with remarkable speed. You can ignore the loading property of your Marksman Revolvers.

Evasion: Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Call of the Duelist: Starting at 10th level, you’ve learned to pick fights with those who think they’re safe in the middle of their allies. Once per round, you can target an enemy that is not currently engaged in combat (i.e. not in an ally’s threat range) and subject them to a Wisdom save (DC = 10 + Your Proficiency Bonus + Your Charisma Modifier) to spur the coward into action. On a failed save, the target must use their reaction to move up to 10 feet closer to you in the most direct manner possible that would not outwardly harm them. Additionally, you gain advantage on your next attack against your target. If the target succeeds their save, they cannot be subjected to another save for another hour. Creatures immune to Charm effects automatically pass this save.

Feelin’ Lucky?: Starting at 15th level, if you have been attacking a single target for at least five rounds, you can subject the target of your attack to a Charisma saving throw (DC = 10 + Your Proficiency Bonus + Your Charisma Modifier). On a failed save, the target takes additional damage equal to your Charisma Modifier (Minimum of 1). On a passed save, the target cannot be affected by this feature again. Creatures immune to Fear effects automatically pass this save.

The Big Iron On My Hip: Starting at 18th level, the hidden strength of an intense standoff can sometimes empower your skill to ensure you come out on top. When targeting an enemy that’s on the opposite side of your alignment spectrum (Lawful to Chaotic, Good to Evil, so on), you gain a +4 bonus to your attack rolls, and a +2 bonus to your damage rolls. If the target isn’t on the opposite side of the spectrum (Lawful to Neutral, Good to Neutral, so on), the attack bonus is +2, and the damage bonus is +1. If the target is on the same side of the spectrum (Both Lawful Good, both True Neutral, so on), no bonus is given.

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