Quick Build
To quickly create a Marksman, follow these suggestions. First, put your highest ability score in Dexterity, followed by Wisdom. Second, choose Kuja as your species.
HIT POINTS
Hit Dice: 1d8 per Marksman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Marksman level after 1st
ENERGY POINTS
Energy Dice: 1d10 per Marksman level
Energy Points at 1st Level: 10 + your Constitution modifier
Energy Points at Higher Levels: 1d10 + your Constitution modifier per Marksman level after 1st
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons, Ranged and Thrown Martial Weapons
Tools: One of your choice
Saving Throws: DEX, CHA, WIS
Skills: Four from Stealth, Acrobatics, Athletics, Insight, Perception, Nature, Investigation, Deception, Animal Handling, Survival, Artifact Knowledge, and Navigation
TECHNIQUE ABILITIES
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
Special Save DC = 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus = your proficiency bonus + your Intelligence modifier
VERSATILE STANCE
At first level you gain a Brawl or Weapon stance of your choice. At level 15 you gain a second Brawl or Weapon stance of your choice.
RANGED SPECIALTY TRAINING
At 1st level, you’ve dedicated yourself to the mastery of ranged weaponry. Brawl Techniques that use a Ranged Weapon as a component may use Dexterity for Saving Throw and Attack Bonus calculations. Ranged weapons you use gain +1 to attack and damage rolls. At level 15, this bonus is increased to +2. Select one of the following Ranged Specialty Training traits. This trait is applied to all ranged weapons you use.
Distance Training: The short and long distances of your ranged weapon are increased by 30 ft. At level 15, as a bonus action, a number of times equal to your proficiency bonus, you may have a ranged weapon attack originate from anywhere within your weapon's short-range distance.
Reload Training: A number of times equal to your half your proficiency bonus rounded down you may reload weapons with the reload property as a free action. At level 15 you may ignore the reload property on ranged weapons.
Legshot Training: When you hit an enemy with a ranged attack, their movement speed is reduced by 5 ft until the end of your next turn. At level 15, a creature with this movement speed reduction may make a Strength saving throw at the end of their turn to get rid of the effect. If their movement speed is reduced to 0 by this effect, they become restrained. This can occur proficiency bonus times per long rest.
Hit and Run Training: A number of times equal to your proficiency bonus, you may move half your movement speed as a reaction after you make a ranged attack. This movement does not provoke attacks of opportunity. At level 15, your movement speed is increased by 20 ft, and you do not provoke attacks of opportunity from movement.
Reactive Shot Training: A number of times equal to your proficiency bonus, when a creature moves within your ranged weapon’s short range, you may make an attack of opportunity at disadvantage. At level 15, you may perform this a number of times equal to your proficiency bonus, and you do not make the attacks at disadvantage.
Stationary Training: If you did not move last round, you gain +1 to your critical range, hit, and attack for Ranged Weapon Attacks. At level 15, this effect applies to Brawl Techniques with Ranged weapons as a component, and when you land a critical hit due to this effect, you gain Temporary Energy equal to your Proficiency Bonus.
Point Blank Training: If you are within 5 ft of an enemy, your ranged attacks gain a +1 to hit and are not at disadvantage.
Ricochet Training: Your skill with trick shots allows you to hit targets around corners. Once per turn, when you make a ranged attack, you can choose to ignore half cover or three-quarters cover. At level 15, your ranged attacks can bounce off one surface and hit a secondary target within 15 ft of the first target. The secondary target takes half the damage of the first attack.
Precision Training: Your focus on precision allows you to land critical hits more easily. At 1st level, your ranged attacks critical range increases by +1. At level 15, your ranged attacks increase by an additional +1.
Sniper Training: You specialize in long-distance shots, making sure each one counts. Your ranged weapon’s long range increases by 30 ft, and you no longer suffer disadvantage on ranged attacks made beyond your weapon’s normal range. At level 15, you can take a bonus action to aim, allowing you to reroll one missed ranged attack each round.
Dual Shot Training: You are proficient in wielding two ranged weapons at once. You can draw or stow two one-handed ranged weapons when you would normally only be able to draw or stow one. At level 15, when you take the Attack action, you can make one additional attack with your off-hand ranged weapon.
Suppressive Fire Training: You excel at keeping your enemies pinned down with a barrage of shots. A number of times equal to your proficiency bonus, when you hit a creature with a ranged attack, you can prevent that creature from taking reactions until the start of your next turn. At level 15, this ability also reduces the target's movement speed by 10 ft.
FOCUSED
At 2nd level, you gain a resource called focus points, which can be used to fuel your Marksman attacks and abilities. When you enter or exit initiative, your focus is set to zero. You can gain focus by spending your action (3 Focus), bonus action (2 Focus), reaction (1 Focus), or movement (1 Focus) to gain more. Your maximum focus is equal to your proficiency bonus. Additionally, you gain two Focus Moves, which are detailed at the end of the class, and you gain more as you level up in the Marksman class, as indicated in the class table.
Steadied Aim: This attack gains a bonus to hit equal to the amount of Focus spent.
Targeted Shot: For every two Focus spent, your attack gains an additional damage die.
Tactical Retreat: For every Focus point spent, you gain 5 ft of movement speed until the end of your next turn.
Marked Target: You can spend three Focus to mark a target. You may only have one marked target at a time. You gain +1 to attack rolls versus a marked target. A marked target cannot be hidden from you while within 60 ft of you, and you have advantage on Survival checks to track your target. This lasts for 8 hours, until the target drops to 0 hp or below, or until you mark a new target.
Ghillie Suit: For one Focus, you can hide as a bonus action. If you spend three Focus instead, on a successful hide check, you become invisible until you move, make an attack, or use a damaging or hostile technique.
Splinter Shot: After landing a ranged attack, you can spend Two Focus. Creatures within 10 ft of the original target must make a Dexterity Save versus your Brawl Save DC. On a failure, they take half of the damage (rounded up) that the original creature took.
Binding Shot: When you land a ranged attack, you can spend two Focus. The target must make a Strength Save versus your Brawl Save DC or become restrained until the end of your next turn.
Scoped: You can spend three Focus to gain advantage on a ranged attack, or Brawl technique that uses a ranged weapon as a component.
Calculated Trajectory: You can spend three Focus to make a ranged attack or Brawl Technique with a ranged weapon as a component unreachable.
Quick Cartridge: You can reload a Ranged Weapon with the Loading property as a Free Action. The Focus cost is as follows: (Loading Bonus Action-2, Loading Action-3, Loading Full Action-4).
360 No Scope: For one Focus, your attack can ignore the Sighted property of a weapon. For an additional Two Focus, you gain advantage on a Ranged attack roll within 10 ft of you.
Disarming Shot: Spend two Focus to attempt to disarm the target. The target must succeed on a Strength saving throw (Brawl DC) or drop one weapon or held item of your choice. This does not deal any damage.
Ricochet Shot: Spend two Focus to allow your ranged attack to bounce off one surface and hit a secondary target within 30 ft of the first target. The secondary target takes half of the original attack’s damage (rounded up) and must make a Dexterity saving throw (Brawl DC) or lose 15ft of movement speed.
Marksman Form
Starting at 3rd level you select a form of Marksmanship to devote yourself to. This choice grants you additional features at 6th, 13th, and 20th levels.
ABILITY SCORE IMPROVEMENT
When you reach 4th, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by +1 & a Feat of your choice that you qualify for. As normal, you can’t increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice whenever you take the Attack action on your turn.
CONTROLLED BREATHING
At 7th level, if you would end your turn with zero focus and did not use Focus that turn, you gain one Focus. At 14th level, you gain two focus when you enter initiative. Additionally, you gain one Focus at the end of each of your turns.
HIGH GROUND
At 9th level, you gain a climbing speed equal to your highest movement speed. As a bonus action on your turn, you can take the dash action.
KEEN EYED ANALYSIS
At 10th level, when you hit a creature with a ranged weapon attack or Brawl Technique that uses a ranged weapon as a component, you may choose to learn its vulnerabilities, resistances, and immunities. Once you have used this ability, you cannot use it again until you finish a short rest.
RAPID FIRE
At level 11, when you take the attack action with a ranged weapon, you may make three ranged weapon attacks instead of two.
QUICK FOCUS
At 17th level, when you take the attack action, you may give up up to two attacks. For each attack you give up, you gain two Focus. The Focus gained in this way must be immediately used for your remaining attack(s).
IN THE ZONE
At 18th level, when you land a critical hit, you gain two Focus.