Marksman

Marksmen live on the edge of the battlefield, shooting from a distance.

Table of contents

Marksman feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: Capable with at least one weapon group

Choose two weapon groups to become capable, or proficient if you are already capable and are 5th level or higher, with via the Weapons skill.

If you are a Monk, weapons in these groups are considered monk weapons for you if they lack the heavy and special properties.

You can select this feat multiple times.

Marksman fighting styles

If your class or archetype has fighting styles, you can learn them.

You gain a +2 bonus to ranged weapons attacks.

If you are 6th level or higher, being within 1 meter of a hostile creature doesn’t impose disadvantage on your ranged weapon attacks and attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.

Marksman maneuvers

As an action, make a ranged weapon attack with advantage as you take aim.

On a hit, add one stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a ranged weapon attack at double your weapon’s range and long range.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a ranged weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the creature and facing directly away from you must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die.

On a failure, it takes piercing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can release a volley of arrows that fall from the sky at a point you can see within 10 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes damage equal to the stamina die + your maneuver ability.

On a critical failure, it takes twice as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a ranged weapon attack to ricochet the attack toward another target.

On a hit, the attack ricochets toward another target, which must be within 5 meters of the first target. The second target must succeed on a Reflex saving throw or it takes damage equal to the stamina die.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. You can make a ranged weapon attack during this movement.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.

As an action, you can release a volley of arrows or thrown attacks. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes damage equal to the stamina die + your maneuver ability.

On a critical failure, it takes twice as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can attach some rope to a projectile and make a ranged weapon attack with it to entangle the creature.

On a hit, add one stamina die to the attack’s damage and if the creature is Large or smaller, the rope wraps around it as it is immobilized. The rope has no effect on creatures that are formless.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The rope is an object that can be damaged and thus removed. It has 10 Defense and 5 Health. A creature entangled by the rope, or one that can touch the creature, can also use an action to make a Brawn or Nimbleness check (its choice) against your maneuver Difficulty.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make a weapon attack against a creature, you can strike precisely. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As an action you can make two ranged weapon attacks made against two different targets.

Enhance

You can make an additional ranged weapon attack for every two additional stamina die expended, but you can only attack each creature once.

Marksman spells

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick