Kryx RPGThemesMonsters

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.

You have a bonus to your initiative rolls equal to your Wisdom.

This does not stack with other ability bonuses to your initiative

Being within 1.5 meters of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls.

You become capable with the perception skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

You gain proficiency with three simple or martial weapons of your choice.

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

You can select this feat multiple times.

Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Marksman fighting styles

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

You gain a +2 bonus to attack rolls you make with ranged weapon attacks.

Marksman maneuvers

As a bonus action, you can double your weapon’s range and long range until the end of your turn. Add the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

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

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

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

Enhance

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

As a bonus action when you hit a creature that is your size or smaller with a weapon attack, you can drive the target back. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you push the target up to 3 meters away from you.

On a successful save the target takes half as much damage, but isn’t pushed.

Enhance

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

As a reaction, which you take when you make a weapon attack roll against a creature, you can strike precisely. Until the start of your next turn, including the triggering attack, you have a +1 bonus to attack rolls.

You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a bonus action when you hit a creature with a ranged weapon attack, your attack can ricochet toward another target, which must be within 4.5 meters of the first target. If the original attack roll would hit the second creature, it takes damage equal to the stamina die of the same type as the weapon used.

Enhance

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

As a reaction, which you take 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 the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

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

As a bonus action you can attach some rope to a projectile of a ranged weapon attack. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target’s speed is halved as the rope wraps around the target.

The rope is an object that can be damaged and thus removed. It has 10 Defense and 2 Health. A creature entangled by the rope or one that can touch the creature can also use its action to make an Acrobatics or Brawn check (its choice) against your maneuver DC.

On a success, the target is freed.

Enhance

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

As a bonus action when you take the Attack action on your turn, you can release a volley of arrows that fall from the sky. Each creature in a cylinder centered on point you can see within 18 meters must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die + your maneuver ability.

Enhance

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

As a bonus action when you take the Attack action on your turn, you can make a ranged weapon attack and add one of the stamina dice to the attack’s damage roll.

Enhance

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

As a bonus action when you take the Attack action on your turn, you can release a volley of arrows or thrown attacks that deal piercing damage. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die + your maneuver ability.

Enhance

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

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick