Marksman (5e Feat)

Marksman

Prerequisites: Dexterity 13 or higher, Proficiency with bows
Your years of rigorous, complex archery practice have resulted in the development of precise and deadly techniques. Carefully firing an arrow or bolt is second nature to you.

You gain the following benefits:

  • You may spend an action focusing on a target you can see. On your next turn, you have advantage on ranged attack rolls against them. In addition, you double the proficiency bonus of your ranged damage rolls and the saving throw DC of your Marksman effects against that target.
  • Before you make an attack roll with a ranged weapon, you can forgo dealing damage on a hit to instead attempt to stun the target. The creature must succeed on a Constitution saving throw or become stunned until the start of your next turn.
  • Before you make an attack roll with a ranged weapon, you can choose to take a -5 penalty to that attack roll to attempt to knock down a Large or smaller creature. The creature must succeed on a Strength saving throw or fall prone.

The DC for these effects is 8 + your Dexterity modifier + your proficiency bonus.


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