Marksman (Class)

Class Features
As a Marksman, you gain the following class features:

Hit Points
Hit Dice: 1d10 per Marksman level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Marksman level after 1st

Proficiencies
Armor : Light Armor, Shields

Weapons: Simple Weapons, Rapiers, Scimitars, Shortswords, Whips, Blowguns, Longbows, Nets

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose two skills from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

• (a) A longbow and a quiver of 20 arrows or (b) A Hand Crossbow and a quiver of 20 Bolts

• (a) a Simple Weapon and a Shield or (b) a Martial Weapon

• (a) an explorer's pack

Marksman Archetype
At 1st Level, you choose an archetype that you strive to emulate: Feymonger, Abysswalker, or Wyrmhunter. All of these choices are detailed at the end of the class description. Your choice grants you features at

Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or underground. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or m ore in your favored terrain, you gain the following benefits:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Expert Survivalist
Starting at 2nd Level, you've spent enough time in the wilds that you can climb and swim at full speed, are not affected by non-magical difficult terrain, and can always find enough food for up to 4 people. In addition, you gain advantage on Survival checks to track creatures of medium size or smaller.

Animal Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating o f 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Marksman level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Ability Score Improvement
When you reach 3rd level, and again at 6th, 8th, 11th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

First Aid
Starting at 4th Level, on your turn, you may use a bonus action to gain hit points equal to 1d8 + your Marksman level + your proficiency bonus. You must complete a short or long rest to regain this ability.

Wingstrike
Starting at 5th Level, as an action, bonus action, or reaction, if you are holding any form of bow, you may strike a creature within 5 ft. of you with it. This attack does Bludgeoning damage equal to the normal damage of the bow. Wingstrike can be used as an Extra Attack or Action Surge action.

Extra Attack
Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Libra
Beginning at 9th Level, when you are tracking a creature, you can learn information about it by attempting subsequent Survival Checks. The more successful Survival checks you make, the more info you learn, as detailed below:

1 Check: Learn a creature's size and the direction it's moving in.

2 Checks: Learn a creature's species and how old the tracks are.

3 Checks: Learn one of both a creature's weaknesses and resistances, if any.

In addition, you may use your action to target a creature you can see. Make a Survival check against this creature; If you succeed you may learn one of the creature's weaknesses or resistances. You may not target a creature with this ability more than once. Once per long rest, you may use this ability and avoid the Survival Check, automatically succeeding.

Clean Kill
Starting at 12th Level, when attacking a creature who has not yet taken any damage, you may add damage to the attack equal to your Marksman Level. This bonus is doubled for your first attack after rolling initiative.

Action Surge
Starting at 14th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. You may only use this ability once before taking a short or long rest.

Volley
Starting at 17th Level, after using your action to attack with a ranged weapon you are proficient with, you may choose to use your bonus action to fire an additional arrow or bolt at a target. In addition, you may forfeit your ability to use a reaction until your next turn. If you do, you may fire an additional arrow or bolt. This third attack is considered a bonus action.

Weighted Marksmanship
Starting at 19th Level, when you make a successful ranged attack against a creature while using a ranged weapon you are proficient with, the projectile fired from the weapon pierces through the creature, and can potentially hit a creature behind the first target. If this projectile hits a creature behind the first target, the creature must make a Dexterity saving throw, with a DC equal to your Marksman Level -2. If the creature fails this throw, it takes damage equal to that of the initial attack, regardless of it's AC. The projectile does not pierce through this creature. In addition, projectiles you fire may pierce through any non-magical barrier that is less than one foot thick. If a projectile does pierce through a barrier in this way, it is no longer affected by Weighted Marksmanship.

Feymonger Archetype
Feymongers are marksmen who have a connection to the Fey. This connection may be inherited through a ritual, through heredity, or as a gift from a powerful Fey Creature. Generally Feymongers use their abilities to hunt down creatures, particularly other Fey and their Construct spawn.

Archetype Proficiencies:
As a Feymonger, you gain the following proficiencies alongside that of the Marksman class:

Armor : None

Weapons: None

Tools: Alchemist's Tools, Herbalism Kit

Skills: Animal Handling, Nature (If you are already proficient in one or both of these skills, your proficiency bonus for the skill is doubled.)

Hunter of the Faeries
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to Fey and Construct creatures, as well as one other type of creature you choose. You have advantage on Wisdom (Survival) checks to track these creatures, 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 each of these creatures.

Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of the fey to cast spells.

Cantrips
You learn three cantrips of your choice from the Feymonger spell list. You learn other spells at different levels, as detailed in the Feymonger spellcasting table, from the Feymonger Spell List. When choosing a new spell to learn, you may select a spell of any level or school within the Feymonger Spell List.

Spellcasting Ability
Wisdom is your spellcasting ability for your Feymonger spells, since you use Fey magick, drawing from your knowledge of the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Feymonger spell you cast and when making an attack roll with one.


 * Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


 * Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fey Form
Starting at 10th level, as your bonus action you are able to call upon Fey Magicks to enter your Fey Form. Your Fey Form lasts one minute and ends early if you are knocked Unconscious. You can also end the form on your turn as a bonus action. In this form, you benefit from the following:


 * You are considered a Fey Creature.


 * You are immune to all forms of Poison and Disease.
 * You take advantage on any rolls involving a spell you cast on a favored enemy.


 * When you attack a favored enemy, your attack damage is increased by an amount equal to your Marksman Level.

Starting at 13th Level, you are immune to magick cast by other Fey or Construct creatures while in your Fey Form, and resist it when not in your Fey Form.

Imbued Marksmanship
Starting at 15th Level, you may use your action to cast a spell, imbuing it to an arrow. When this arrow hits a creature, the effects of the spell you chose are applied to the creature, alongside the attack damage. You may only use this feature to imbue spells which either deal direct damage or inflict a status effect. When you use this ability, you may not use the Volley feature until your next turn.

Natural Routing
Starting at 20th Level, your Fey Form has become integrated into your instincts. When you kill a favored enemy as the result of your action, you are able to use your bonus action on that turn to enter your Fey Form.

Abysswalker Archetype
Abysswalkers are marksmen who have formed some sort of contract or agreement with a magic user, generally a Fiend, Infernal, or Celestial, to hunt down these same creature types. Regardless of their inspiration for contracting, the contractor generally shares some amount of powers with the Abysswalker as payment.

Archetype Proficiencies:
As an Abysswalker, you gain the following proficiencies alongside that of the Marksman class:

Armor : Medium Armor

Weapons: Longswords, Hand Crossbows

Tools: None

Skills: Insight, Stealth (If you are already proficient in one or both of these skills, your proficiency bonus for the skill is doubled.)

Hunter of the Externals
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to Fiendish, Infernal, and Celestial creatures. You have advantage on Wisdom (Survival) checks to track these creatures, 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 each of these creatures.

Fiendish Draining
Starting at 2nd Level, you are capable of utilizing the benefits of your contract to drain health from your prey. When you kill a creature, any damage dealt after what is necessary to bring the creature to 0 Hit Points can be divided by 2 (rounded down) and added to your Hit Points. For example, if a creature has 4 Hit Points remaining, and you deal 8 damage to it, you may restore 2 of your own Hit Points.

Starting at 15th Level, when using Fiendish Draining, you no longer have to divide the restored Hit Points by 2. In addition, when using Fiendish Draining on a Fiendish, Infernal, or Celestial creature, you instead double the total of healed Hit Points.

Abyssal Form
Starting at 10th level, as your bonus action you are able to call upon the benefits of your contract to enter your Abyssal Form. Your Abyssal Form lasts one minute and ends early if you are knocked Unconscious. You can also end the form on your turn as a bonus action. In this form, you benefit from the following:


 * You are invisible while not under magickal light.
 * You cannot be detected by magick used by an Fiendish, Infernal, or Celestial creature.
 * When you attack a favored enemy, your attack damage is increased by an amount equal to your Marksman Level.

Starting at 13th Level, when in your Abyssal Form you may cast the following spells:


 * Banishment
 * Black Tentacles
 * Compulsion
 * Darkness
 * Darkvision
 * Daylight
 * Eldritch Blast
 * Hellish Rebuke
 * Protection from Evil and Good
 * Sleep
 * Vampiric Touch

You may only activate your Abyssal Form once before needing to take a short or long rest to use it again.

Infernal Slaughter
Starting at 20th Level, your Abyssal Form has become integrated into your instincts. When you kill a favored enemy as the result of your action, you are able to use your bonus action on that turn to enter your Abyssal Form.

Wyrmhunter
Wyrmhunters are marksmen who have dedicated their lives to honing the art of the hunt. These warriors earn their title for their well-known ability to hunt down any creature of any kind, no matter how big or small.

Archetype Proficiencies:
As a Wyrmhunter, you gain the following proficiencies alongside that of the Marksman class:

Armor : Medium Armor, Heavy Armor

Weapons: Martial Weapons

Tools: None

Skills: Athletics, Survival (If you are already proficient in one or both of these skills, your proficiency bonus for the skill is doubled.)

Naturekiller
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to various creatures. Choose 2 types of creatures, or 2 types of humanoids. You have advantage on Wisdom (Survival) checks to track these creatures, 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 each of these creatures. When you are tracking a creature, you may switch out one of your favored enemies with the creature you are tracking. In addition, when you complete a long rest, you may change your favored enemies. If you change your favored enemy, you do not learn a new language, but you do gain all other advantages regarding favored enemies. You retain the learned languages of your original favored enemies, but do not retain other advantages regarding them once you change your favored enemies.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

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

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Aspect of the Hunt
Starting at 10th level, as your bonus action you are able to call upon your knowledge of hunting, entering your Aspect Form. Your Aspect Form lasts one minute and ends early if you are knocked Unconscious. You can also end the form on your turn as a bonus action. In this form, you benefit from the following:


 * You take advantage on any checks or saving throws you make as the result of a favored enemy's action.
 * You resist damage from any attack made by a favored enemy.
 * When you attack a favored enemy, your attack damage is increased by an amount equal to your Marksman Level.

Starting at 13th Level, you may choose a second Fighting Style. The advantages of this selection come into effect while you are in your Aspect form.

Poaching
Starting at 15th Level, when attacking a favored enemy which has a remaining Hit Point total less than or equal to your Strength or Dexterity Modifier (your choice) + your Marksman Level, any rolls you make involving the attack are considered a 20.

Colossus Aspect
Starting at 20th Level, your Aspect Form has become integrated into your instincts. When you kill a favored enemy as the result of your action, you are able to use your bonus action on that turn to enter your Aspect Form.