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: 10 + your Constitution modifier per marksman level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapon
Tools: Weaponsmith's Tools
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Insight, Investigation, History, Perception, Sleight of Hand, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) thick shirt
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
(a) A rifle and 20 bullets or (b) a pistol and 20 bullets
A set of Tinker's Tools
Hawk-Eyed
At 1st level, your proficiency bonus is doubled when making Perception checks. If your proficiency bonus is already doubled for the perception skill, you may choose another skill that uses your Wisdom modifier. Your proficiency bonus is now doubled for any ability check that uses the chosen proficiency instead
Lock-On
Beginning at 1st level, you focus your aim and killing intent onto one creature to target their weak points. When you hit a creature with an attack roll using a firearm or sling, you can mark the target for 1 minute.
The first time on each of your turns that you hit the marked enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a creature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
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.
Close Quarters Shooter When making a ranged attack with a firearm or sling while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks with a firearm or sling ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks with a firearm or sling.
Deadeye You gain a +2 bonus to attack rolls you make with firearm or sling weapons. This effect does not stack with the Archery fighting style.
Sharpened Shot You gain a +2 bonus to damage rolls you make using firearms or slings.
Two-Weapon Fighting When you engage in two-weapon fighting with at least one pistol, you can add your ability modifier to the damage of the second attack.
Special Tactics (Spellcasting)
By the time you reach 2nd level, you have learned to use special tactics and abilities to better deal with your targets. Special tactics are the equivalent of "Spells" in 5th edition, and tactic slots are the same as "Spell Slots". Make sure to view the "Casting a Spell" section in the Player's Handbook for understanding Spellcasting in 5th Edition D&D. Marksman tactics count as Marksman Spells.
Tactic Slots (Spell Slots)
The Marksman table shows how many spell slots you have to cast your Marksman tactics of 1st level and higher. To use one of these tactics, you must expend a slot of the tactics's level or higher. You regain all expended tactic slots when you finish a long rest.
For example, if you know the 1st-level tactic Snare and have a 1st-level and a 2nd-level tactic slot available, you can cast Snare using either slot.
Tactics Known of 1st Level and Higher
You know two 1st-level tactics of your choice, taken from from the marksman spell list.
The Tactics Known column of the Marksman table shows when you learn more marksman tactics of your choice. The term "tactic level" is equivalent to "spell level". Each of these tactics must be of a level for which you have tactic slots. For instance, when you reach 5th level in this class, you can learn one new tactic of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the marksman tactics you know and replace it with another from the marksman spell list, which also must be of a level for which you have tactic slots.
Special Tactic Ability (Spellcasting Ability)
Wisdom is your special tactic ability for your marksman tactics, since your skills come from your attunement to your surroundings. You use your Wisdom whenever a tactic (spell) refers to your special tactic (spellcasting) ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a marksman tactic you use and when making an attack roll with one.
Tactic save DC = 8 + your proficiency bonus + your Wisdom modifier
Tactic attack modifier = your proficiency bonus + your Wisdom modifier
Gunsmith
Beginning at 2nd level, you can use your Weaponsmith's Tools to craft any type of non-magical firearm or sling and ammunition for a weapon you possess. The crafting goal for crafting ranged weapons and star ammunition is halved for you.
Marksman Archetypes
At 3rd level, you choose the archetype that best suits your own style and profession. Choose the Gunslinger, Sniper, or Bounty Hunter, all detailed below. Your choice grants you a unique feature when you choose it at 3rd level. It also grants you additional benefits at 7th, 11th, and 15th level.
Prey Awareness
Beginning at 3rd level, you can use your action to expend 1 Tactic Slot to focus your awareness on the region around you. For 1 minute per Tactic Slot you expend, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Additionally, you may select one creature you have seen before when you activate this feature. While this feature is active, you know if the target creature is within 1 mile of you, but not its exact location.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Alternatively, you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.
Expert Reload
At 4th level, choose one type of firearm you possess. You ignore the loading properties of only that firearm type (such as bazooka). You can choose a different firearm type when you gain an extra level in this class.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Greater Lock-On
At 6th level, you can add your wisdom modifier to the damage dealt by Lock-On.
Additionally, you have advantage on saving throws against the spells and abilities used by a creature with lock-on applied to it.
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Trick Shot
Starting at 10th level, once per turn you can target a specific location on a foe's body, so long as the foe's body has the location you want to target. When you hit with with a firearm or sling attack, you may add an additional effect based on the targeted location. A target creature hit by must make a saving throw against your Tactic save DC.
Armshot. On a hit, the target must succeed on a Constitution saving throw or drop a single held item of your choice.
Bodyshot. On a hit, the target must succeed on a Constitution saving throw or has disadvantage on all Dexterity saving throws and cannot speak until the start of your next turn.
Headshot. On a hit, the target must succeed on a Constitution saving throw or become disoriented, as if affected by the Confusion spell, until the start of your next turn.
Legshot. On a hit, the target must succeed on a Constitution saving throw or fall prone.
Wingshot. On a hit, the target must make a Constitution saving throw or have its flying speed reduced to 0 until the start of your next turn.
You may add a trick shot effect a number of times equal to your proficiency bonus and regain all uses when you finish a long rest. At the 20th level, you may a trickshot an unlimited amount of times, but only once per turn.
Silencer Shot
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail, and the sound of your firearms do not immediately give away your exact location.
Ascended Awareness
Starting at 18th level, you may unlock any one "Very Rare" or lower Color of Observation Haki Advancement feat. If you have already taken all the very rare and lower observation haki feats, you may take a very rare or lower haki advancement feat under a different color of haki, assuming you meet the prerequisites.
One Shot One Kill
At 20th level, you become an unparalleled marksman. Once on each of your turns when you hit a creature marked by your Lock-On feature with a firearm or sling, you can choose to attempt to execute the creature instead of dealing extra damage to it. If the creature has 30 or less hit points after your attack's initial damage has already been dealt, it must succeed on a Constitution saving throw against your Tactic save DC or it dies instantly.