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 and beyond: 8 + your constitution modifier
Energy POINTS
Energy Dice: 1d10 per Marksman level
Energy Points at 1st Level: 10 + your Constitution modifier
Energy Points at Higher Levels: 10 + your Constitution modifier per Marksman level after 1st
PROFICIENCIES
Armor: Light Armor, Simple Clothing
Weapons: Simple Weapons, Ranged and Thrown Martial Weapons, Simple Firearm Weapons, Martial Firearm Weapons, Exotic Firearm 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
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
Special
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 mastering ranged weaponry. Ranged weapons you wield gain a +1 bonus to attack and damage rolls, which increases to +2 at 15th level. Additionally, you can use Dexterity for Brawl Technique Attack and Save DC calculations with ranged weapons. Additionally, Ranged weapons you wield gain a +1 bonus to critical range, which increases to +2 at 15th level.
Choose one of the following Ranged Specialty Training traits, which applies to all ranged weapons you use. The Ranged Specialty Training trait cannot be changed at later levels.
Distance Training: Your ranged weapon’s short and long ranges are increased by 30 feet. At 15th level, as a Bonus Action, you can make a ranged attack from any location within your weapon’s increased short range, allowing you to bypass obstacles and cover. This effect can be used a number of times equal to your proficiency bonus per long rest.
Reload Training: You can reload ranged weapons with the reload property as a free action. At 15th level, you ignore the reload property for all ranged weapons you use, allowing you to fire without restriction. Additionally, when you use a weapon with the reload property, you can make an additional attack with it as a Bonus Action.
Legshot Training: When you hit a creature with a ranged attack, its movement speed is reduced by 10 feet until the end of your next turn. At 15th level, the affected creature can attempt a Strength Saving Throw at the end of its turn to end the effect. If its speed is reduced to 0, it becomes Restrained until it succeeds on the Saving Throw. If a creature is Restrained this way, you gain advantage on your next attack against it.
Hit and Run Training: You can move up to half your movement speed as a reaction after making a ranged attack. This movement does not provoke attacks of opportunity. At 15th level, you can make the Dash action as a Bonus Action once per turn without provoking attacks of opportunity.
Reactive Shot Training: A number of times equal to half your proficiency bonus (rounded down), when a creature moves within your weapon’s short range, you can make an attack of opportunity with advantage. At 15th level, you can use this feature a number of times equal to your proficiency bonus. Additionally, your attack of opportunity can target up to two creatures that move within your range.
Stationary Training: If you did not move during your last turn, you gain a +1 bonus to your critical range (e.g., from 20 to 19-20) for ranged weapon attacks. At 15th level, this benefit extends to Brawl Techniques involving ranged weapons. Additionally, when you score a critical hit while under this effect, you gain Stamina Points equal to your Proficiency Bonus, which lasts for 1 minute and you may use 1 Stamina Point to gain advantage on one attack roll, saving throw, or ability check of your choice, must be done before the roll.
Focused
At 2nd level, you gain access to Focus Points, a resource used to fuel your Marksman attacks and abilities. Your maximum Focus Points is equal to your proficiency bonus + Your Marksman Level. Focus resets to zero when you enter or exit initiative. You can gain Focus Points through the following actions: spending your action (3 Focus), bonus action (2 Focus), reaction (1 Focus), or movement (1 Focus). Additionally, you gain three Focus Moves when you first gain this feature and unlock more as you advance in the Marksman class, as indicated in the class table.
Steadied Aim: Spend 2 Focus Points to gain advantage on your next ranged attack roll. If the attack hits, you can reroll one damage die and take the higher result. Additionally, if you spend an extra 1 Focus Point, you can increase your attack’s critical range by 1 (e.g., from 20 to 19-20) until the end of your turn.
Targeted Shot: Spend 2 Focus Points to gain an extra damage die on your ranged attack. You can spend an additional 2 Focus Points to add your Dexterity modifier to the damage roll for each extra die. If you spend 3 additional Focus Points, you can add your proficiency bonus to the damage roll for each extra die.
Tactical Retreat: Spend 1 Focus Point to gain 10 feet of movement speed until the end of your next turn. For an additional 1 Focus Point (total 2), you can use a bonus action to move up to your full speed without provoking opportunity attacks.
Marked Target: Spend 3 Focus Points to mark a target. You gain a +3 bonus to attack rolls against this target. The target cannot hide from you while within 60 feet, and you have advantage on Survival checks to track it. The mark lasts for 24 hours, until the target drops to 0 HP, or until you mark a new target.
Ghillie Suit: Spend 1 Focus Point to hide as a bonus action. If you spend 3 Focus Points, you become invisible until you move, make an attack, or use a damaging or hostile technique. While invisible, you gain advantage on your first attack against a creature that has not detected you. Additionally, your attack deals extra damage equal to your proficiency bonus if the attack hits.
Splinter Shot: After landing a ranged attack, spend 2 Focus Points as a bonus action. Creatures within 10 feet of the original target must make a Dexterity saving throw against your Brawl Save DC. On a failure, they take half of the damage (rounded up) that the original creature took. If you spend an additional 2 Focus Points, affected creatures also have disadvantage on their next attack roll and take additional damage equal to your Dexterity modifier.
Binding Shot: When you land a ranged attack, spend 2 Focus Points as a bonus action. The target must make a Strength saving throw against your Brawl Save DC or become restrained until the end of your next turn. If the target fails the save by 5 or more, it is also immobilized until the end of your next turn. Additionally, you can spend 1 more Focus Point to extend the duration of the restrained condition to the start of your next turn.
Scoped: Spend 3 Focus Points to gain advantage on a ranged attack or Brawl Technique that uses a ranged weapon. If the attack hits, you can choose to deal extra damage equal to your proficiency bonus and ignore resistance to damage from the attack’s type.
Calculated Trajectory: Spend 3 Focus Points to make a ranged attack or Brawl Technique with a ranged weapon unreactable. If the attack hits, you can also ignore the target's cover and make a second attack as part of the same action against the same target. This second attack is made at disadvantage, but it does not consume additional Focus Points.
360 No Scope: Spend 1 Focus Point to ignore the Sighted property of a weapon. For an additional 2 Focus Points, you gain advantage on a ranged attack roll made within 10 feet of you. Additionally, the attack ignores half cover and three-quarters cover. If you spend an additional 1 Focus Point, you can make a second attack as part of the same action against a different target within 10 feet, with advantage.
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 they 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, instead of once, whenever you take the Attack action on your turn. (edited)
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.
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. If you are more than 20 ft higher than your target, you may add your wisdom stat to your attack bonus
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 or until you land a critical hit.
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 when you take the attack action you may give up to two attacks. For each attack you give up you gain three Focus. The Focus gained in this way must be immediately used for your remaining attack(s).
In the Zone
At 18th when you land a critical hit you gain five Focus