Marksman (5e Class)


Introduction

An elf is surrounded with no escape, goblins armed with shivs and shields block her escape. She calmly yet cautiously reaches for her six-shooter, slowly unbuckling it from it's holster and drawing it quicker than lightning. The goblins jump to attack but no goblin is faster than a speeding bullet, each shot from the gun piercing at least two goblins as they make a bloody pile around the elf. The last of the goblins coughing on their own blood as she pops the cylinder of the gun open, reloads, and relocates to a more advantageous position.

A skilled sharpshooter

Marksman are skilled when it comes to crafting and handling firearms. Most Marksman go on to be bounty hunters, assassins, soldiers, or perhaps even set up a firearm shop.

Creating a Marksman

A marksman wielding a Sniper and Pistol

Think about why your character decided to become a marksman. Who were they trained by or are they self taught? Did they decide to use firearms to cause destruction or to help commoners? Perhaps a divine entity gave them prowess with ranged weapons in return to fight against the entities enemies.

Quick Build

You can make a Marksman quickly by following these suggestions. First, dexterity should be your highest ability score, followed by intelligence. Second, choose the criminal background. Third, choose a rapier, scimitar, breastplate, and explorer’s pack.

Class Features

As a Marksman you gain the following class features.

Hit Points

Hit Dice: 1d8 per Marksman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Marksman level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: All ranged weapons, Scimitar, Rapier, Firearms
Tools: Tinker's tools
Saving Throws: dexterity, intelligence
Skills: choose two from acrobatics, athletics, investigation, insight, perception, persuasion, stealth, and survival

Equipment

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

  • (a) Two martial weapons or (b) Longbow and a quiver of 20 arrows
  • (a) Studded leather or (b) Scale mail
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • Pipe firearm and Tinker's tools
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Marksman

LevelProficiency
Bonus
Features
1st+2Fighting Style, First firearm
2nd+2Cunning Action
3rd+2Marksman order
4th+2Ability Score Improvement
5th+3Extra attack
6th+3Upgrades
7th+3Marksman order feature
8th+3Ability Score Improvement
9th+4Heavy lifting
10th+4Blindsense
11th+4Marksman order feature
12th+4Ability Score Improvement
13th+5Marksman's shot
14th+5Speed load, Extra attack
15th+5Marksman order feature
16th+5Ability Score Improvement
17th+6Quick shot
18th+6Marksman order feature
19th+6Ability Score Improvement
20th+6Expert marksman

Fighting Style

Choose one of the following options. You can't choose the same style twice, even if you later get to choose again.

Defense

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

Archery

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

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.

Firearms

At 1st level you can create firearms and ammo. Firearms add dex mod to the damage. Pipe firearms take 4 hours of work and 60gp of materials to create. To make a standard firearm it takes 6 hours of work and 125gp of materials, to make heavy firearms it takes 12 hours of work and 250gp of materials. Special firearms have their own cost and build times. (Don't limit yourself to whats on this page, if you have a idea for a firearm feel free to bring it up with your DM) (All firearms unless stated otherwise do piercing damage and all are light weapons) (every firearm has a safety that when on, the firearm will not fire, it can be turned on or turned off as a free action, If someone doesn't know how a firearm works they must make a dc 18 intelligence check to know how the firearm works) Shotguns: All shotguns have a special feature called spread, any creature within a 15 foot cone of the target takes half of the damage the main target takes.

Pipe pistol: does 1d4 with a reload of 6. Bonus action to reload. (40/160)

Pipe revolver: does 1d6 with a reload of 4. Bonus action to reload. (40/160)

Pipe shotgun: does 1d8 with a reload of 2. Bonus action to reload. (25/100)

Pipe rifle: does 2d4 with a reload of 4. Attack action to reload. (75/300)

Pipe sniper-rifle: does 2d8 with a reload of 1. Attack action to reload. (100/400)

Ammo

ammo costs 15gp for 10 pieces of ammo and takes an hour to make.

Standard firearms

Pistol: does 2d4 with a reload of 8. Reloading is a bonus action. (60/240)

Revolver: does 2d6 with a reload of 6. Reloading is a bonus action. (60/240)

Shotgun: does 2d8 with a reload of 2. Reloading is a bonus action. (30/120)

Rifle: does 3d6 with a reload of 4. Reloading is a attack action. (120/480)

Sniper-rifle: does 3d8 with a reload of 1. Reloading is a attack action. (240/960)

Heavy firearms

Pistol: does 3d6 with a reload of 8. Reload is a bonus action. (80/240)

Revolver: does 3d8 with a reload of 6. Reload is a bonus action. (80/320)

Shotgun: does 3d10 with a reload of 2. Reload is a bonus action. (30/120)

Rifle: does 4d8 with a reload of 6. Reload is a attack action. (140/560)

Sniper-rifle: 4d10 with a reload of 1. Reload is a attack action. (260/1040)

Special firearms

Glove gun: 2d4 with a reload of 1. Reload is a bonus action. This firearm is mounted on the hand on a glove, whenever you punch someone or something when the firearm is ready to use it will fire the bullet.

Grenade launcher: 2d8 bludgeoning and 1d10 fire, the grenades do double damage to structures and objects, any creature within a 10 foot cube of the point of impact takes 1d6 bludgeoning, reload is an action, it holds 6 grenades, 6 grenades cost 30gp and 4 hours of work. Costs 6 hours and 200gp. (40/160)

Flamethrower: 3d8 fire, also flammable materials light on fire when in contact with the flame, uses canisters of fat, oil, or other flammable liquid, can be used 5 times before empty, reload is an action, canisters cost 50 gp and 2 hours to make. Canisters are refillable. Costs 8 hours and 200gp. (20/80)

Gauss rifle: 3d12 lightning and 2d10 piercing, if the target is wearing metal armor it does an additional 2d6 lightning, you can fire this firearm once before having to reload with an action. Costs 12 hours and 350gp. (200/800)

Energy rifle: 2d20 piercing and 1d10 lightning, you can fire this firearm 6 times before reloading, reload is a bonus action. Cost 8 hours and 300gp. (140/560)

Minigun: 5d20 plus 5d10 piercing, can fire to multiple targets (targets must make a dex save against the Marksman save of 8 + proficiency + str), prerequisite: Str.=17, you can fire this firearm once before having to reload with 2 actions. Costs 24 hours and 350gp. (200/800)

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Marksman order

At 3rd level, you chose a Marksman order. Choose between God's emissary, Death's hunter, Arcane marksman, or Gunslinger, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 14th, and 18th.

Ability Score Increase

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. 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. At 14th level, you can attack thrice.

Upgrades

At 6th level you can add upgrades to your firearm, applying an upgrade to your firearm takes 4 hours and for every hour you must make a sleight of hand check, 10 or higher you pass, lower than a 10 you must do it for an additional hour, if you get a natural one your dm can decide whether your weapon gets damaged or if it resets the progress to the upgrades, if the firearm gets damaged you must spend 50 gp and take 4 hours to fix it. The upgrades are listed below. Each upgrade also has a price.

Suppressor
This upgrade makes your firearm quieter, if you are sneaking and you fire a shot the enemies must make a DC 15 perception check, if they fail they don't hear it, if they succeed they know where you fired from. 25 gp
Extended mag
This upgrade allows you to add 2 to the ammo of any firearm other than special firearms or revolvers. 75 gp
Overcharge
This upgrade allows you to overcharge your weapon, overcharging the weapon adds an extra damage die but it takes your bonus action to use this. 50 gp
Shotgun choke
Allows double the range of the shotgun but disables the spread.
Slashing weapon
This upgrade allows you to add an slashing weapon to your weapon. It must be a dagger for pistols and revolvers, a short sword for shot guns and a rapier for snipers. You can attack a melee whit as normal. 50 gp

Heavy lifting

At 9th level because of the weight you constantly carry your carrying capacity doubles, additionally you gain 5 extra feet of movement.

Blindsense

Starting at 10th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Marksman's shot

At 13th level you have honed your skills with your firearm, as part of your attack you can use your bonus action to charge your weapon, this attack has advantage, additionally you can specify what part of the body you shoot at, each part has a different effect. if you miss the attack this feature is wasted. You can use this ability once per long rest.

Head

If you hit this part the target is dazed and can only take disengage, dash, or hide as their action until the end of your next turn

Arms

If you hit the target in the arm then they cannot use two handed weapons and additionally they have disadvantage till the end of your next turn

Legs

If you hit the target in either leg their movement speed is halved till the end of your next turn

Speed load

At 14th level the reload time of all firearms goes down to a bonus action. If you dont have your bonus action it takes a attack action.

Quick shot

At 17th level you can shoot as a reaction if someone attacks you or your ally within 30 feet. You can use this ability three times per short rest.

Expert Marksman

At 20th level you become the ultimate marksman, you can use Marksman's shot 5 times per long rest, also your intelligence and dexterity score increases by 4, up to a maximum of 24.

God's Emissary


Divine firearm

When you choose this order at 3rd level you get a firearm gifted to you from your patron. This firearms look depends on the entity that gave it to you, perhaps if Cthulhu gave it to you then it could have tentacles or eyes on it, this firearm takes the form of any standard firearm and does the damage associated with that firearm. This firearm counts as magical for the purpose of overcoming resistances, if this firearm is away from you, you can summon it as a bonus action to your hand, if it is destroyed you get it back after a long rest.

Divine damage

At 7th level as a bonus action you can change the damage type of your divine firearm depending on the alignment of your patron, (necrotic for evil, radiant for good, force for neutral) you can change it back as a bonus action.

Divine upgrade

At 11th level your firearm becomes more powerful, your divine firearm upgrades to a heavy firearm, also every shot you fire gains 1d12 extra damage of your divine damage.

Divine eye

At 15th level you can focus on an enemy as a bonus action, you gain advantage on your next attack against that target with your divine firearm and if you hit you can choose to do 1d10 extra piercing damage or 1d10 extra divine damage to the target.

Divine shot

At 18th level your patron gives you their power to put into a single shot, this shot has advantage, if it hits it does 10d6 of your divine damage and 10d6 piercing, this shot is magical and it bypasses all resistances and immunities, you gain one level of exhaustion after using this ability. This ability can be used again after a long rest.

Arcane Marksman


Arcane firearm

At 3rd level when you choose this subclass you choose one firearm in your possession to bond too and have it become your arcane focus. Every attack with this weapon counts as magical for the purpose of overcoming resistances, you can bond to another weapon with an hour ritual, the previous bond breaks if you make a new bond. (for your spell slots use the Eldritch Knight table and for spells use the wizard spell list)

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell shot

At 7th level you have learned to fire spells out of your firearm, as a bonus action on your turn you can hold a ranged spell in your arcane firearm, the spell can stay in the firearm until you fall unconscious or take a rest, only one spell can be in the firearm at a time. When you shoot the spell from your firearm you can decide for the spell to take the range of the firearm instead of the spells standard range.

Improved arcane firearm

At 11th level you can now bond too two firearms, additionally the firearms now do force damage instead of their standard damage.

Arcane shift

At 15th level whenever you cast a spell with your spell shot feature you can shift to the enemy you hit with the spell, this feature can be used once per short rest.

Improved spell shot

At 18th level you can now hold up to 3 spells in your firearm, a round after you hold the 3rd spell in your firearm you can fire off all 3 spells at once at a target.

Death's Hunter

You become the embodiment of death, a god of death gives you this power in order for you to carry out the natural cycle of death.

Misty body

At 3rd level when you choose this subclass you gain the ability to make a shadowy mist cover your body. This mist can be summoned over your body and items as a free action, nothing can dispel this mist other than you, additionally it fully hides your identity and covers what your holding. With this mist covering you your voice sounds wispy and completely different than your normal voice.

Shadow teleport

At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Soul collector

At 11th level you can collect the souls of your victims to heal yourself. This heals 5d6 per soul.

Soul ripper

At 15th level you can rip the souls out of freshly dead creatures, you can either send the soul to the upper planes, the nine hells, or to shadowfell, or you can use the soul to heal half of the creatures max hitpoints. The creatures can not be dead for longer than a minute.

Undenied death

At 18th level, once killed you are revived within 24 hours with the main goal of killing the one that killed you. you know where they are at all times and deal double damage to them, but once slain you go back to being dead. If you don't kill your target within 1 week, your soul is destroyed and you can no longer be revived by any means other than a divine power or wish.

Gunslinger

Revolver expert

At 3rd level when you choose this subclass, revolvers do an additional 1d6. Which increases to d8 at 8th level, d12 at 13th level, 2d6 at 18th level.

Quickdraw

At 7th level you can now switch weapons as a free action and you gain a plus 3 to initiative.

Dueling

At 11th level if you focus on an enemy for a round, during the round you can still use all your normal actions, then you gain advantage on all attacks against that enemy, if you attack another enemy or do anything involving another enemy other than speaking then you loose the advantage.

Dual wielding

At 15th level you can now fire your gun as a bonus action if you have a second gun in your other hand, this attack still adds proficiency and your dex mod.

Fan the hammer

At 18th level you can now fan the hammer of a revolver that you have, it has a -5 penalty to the attack roll but if you hit this attack deals 8d4 plus 6 piercing damage.

Multiclassing


Prerequisites. To qualify for multiclassing into the Marksman class, you must meet these prerequisites: Dexterity 13 and Intelligence 15

Proficiencies. When you multiclass into the Marksman class, you gain the following proficiencies: Light armor, Medium armor, Firearms, Ranged weapons, scimitar, rapier and Tinker's tools.



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