Credit: Kekai Kotaki The Marksman Combining tactical acumen, quick reflexes, and an indomitable spirit, marksmen aid their allies in battle and prefer close combat using lighting fast ranged attacks Class Features As a Marksman, you gain the following class features. Hit dice Hit Dice : 1d8 per Marksman level

: 1d8 per Marksman level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per marksman level after 1st Proficiencies Armor: Light Armor, Medium armor

Light Armor, Medium armor Weapons: Simple Weapons, Firearms (if applicable), whips, and all martial ranged weapons.

Simple Weapons, Firearms (if applicable), whips, and all martial ranged weapons. Saving throws: Wisdom and Intelligence

Wisdom and Intelligence Tools: two types of artisan tools

two types of artisan tools Skills: Choose two Skills from Arcana, Deception, History, Intimidation, Investigation, Insight, Nature, Survival and Religion Quickdraw At level 1, you excel at rapid ranged attacks. You do not suffer any penalties for firing in melee range, and the range increment of thrown weapons is increased by 10ft. Additionally, if you have a free hand, you may draw and make a special attack with one throwing or ranged weapon as a bonus action. This attack does damage as shown in the Quickdraw column instead of the weapons normal damage dice. Any other weapon effects, such as the net’s special ability, apply as normal. Keen-eyed Years of late night patrols and stakeouts have sharpened your senses to spot hidden danger. At 1st level you gain proficiency in the perception skill, and add your proficiency modifier twice when calculating your passive perception. If you are already proficient in perception, you may choose another skill to gain proficiency in.

The Marksman Level Proficiency

Bonus Features Quickdraw

Die 1st +2 Quickdraw, Keen-eyed 1d4 2nd +2 Tactician 1d4 3rd +2 Trade, Trade secret 2d4 4th +2 Ability Score Improvement 2d4 5th +3 Now or Never 3d4 6th +3 Trade Secret 3d4 7th +3 Stalwart 4d4 8th +3 Ability Score Improvement 4d4 9th +4 Trade Secret 5d4 10th +4 Ability Score Improvement 5d4 11th +4 Improved Tactician 6d4 12th +4 Ability Score Improvement 6d4 13th +5 Trade secret 7d4 14th +5 Prescience 7d4 15th +5 Uncanny Endurance 8d4 16th +5 Ability Score Improvement 8d4 17th +6 Trade Secret 9d4 18th +6 Precise 9d4 19th +6 Ability Score Improvement 9d4 20th +6 Named Bullet 10d4 Tactician At 2nd level, as a standard action, you can aid your allies in battle. Choose an ally you can see within 30 feet. They may choose to do any one of the following: Make a single attack.

Stand up from prone.

Use their reaction to re-roll a saving throw against an ongoing enchantment spell.

Move up to half their speed without provoking attacks of opportunity. Now or Never By impressing the importance of a situation on ally, you can help them reach their full potential. At level 5, you may, as an action, choose a creature you can see within 30 ft of you. For one minute, that creature cannot suffer the effects of disadvantage on any skill checks, saving throws, or attack rolls. Treat any critical hit rolled against them during this period as a normal hit. You may only use this ability once per long rest. Stalwart You cannot be swayed in your conviction. At 7th level, you gain immunity to the charmed condition. Improved tactician At level 11, the range of your tactician ability increases to 60ft, and the target may choose from these additional options: Cast a cantrip or 1st level spell

Move their speed

Take the hide action Prescience The hairs stand up on the back of your neck whenever you are being watched. At level 14, you are immediately aware of any attempt to scry on you. This does not give you any information about who cast the spell, only that it was cast. Uncanny endurance At level 15, you gain proficiency in constiturion saving throws, and cannot have your maximum hitpoints reduced.