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byAriel
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by Ariel
ArielPerez
Ariel
Ariel Perez
Perez
Perez
Perez

Roguish Archetype:
Marksman V.2

Y
ou hone your skills in the art of ranged combat,
using distance and precision as weapons to
accomplish your goals and making sure
whenever there's a fight you can easily act as
support and help your allies by picking off
enemies from a distance. Able to act as
overwatch and executioner, many assassins,
bounty hunters, and spies follow this archetype, able to
control the battle from afar and potentially eliminating the
target before anyone has a chance to notice you.
Weapons of the Profession
At 3rd level, if a weapon has the thrown or ranged property,
you are considered proficient with it.
Additionally, whenever you use a weapon with the thrown
property it gains the finesse property.
Precise Shots
When you choose this archetype at 3rd level, your aim makes
you a force to be reckoned with, knowing the exact spots to
hit creatures in order to weaken them. Whenever you deal
Sneak Attack damage with a ranged or thrown weapon
attack, you can expend 2d6 of your Sneak Attack dice to
choose one of the effects listed below to impose on the target.
The creature must make a corresponding saving throw with
the DC being 8 + your proficiency bonus + your Dexterity
modifier. A target can only be effected by one option at a time.
Bleeding Shot. A creature must succeed a Constitution
saving throw or take slashing damage equal to your Dexterity
modifier at the beginning of its turn for 1 minute. It can take
an action to reroll the Constitution saving throw, ending the
effect on a success.
Crippling Shot. A creature must succeed a Dexterity
saving throw or have its speed reduced by half until the end
of your next turn.
Dazing Shot. A creature must succeed a Constitution
saving throw or have disadvantage on its next attack or until
the end of your next turn.
Disarming Shot. A creature must succeed a Strength
saving throw or drop one item of your choice that its holding.
Eagle Eyes
At 9th level, your eyes are at peak condition for recon and
perceiving long distances. You can take the Search action as
a bonus action.
Additionally, you can see up to 1 mile away with no
difficulty, able to discern fine details as though you were
looking at something no more than 100 feet away from you.
Additionally, dim light and lightly obscured areas don’t
impose disadvantage on your Wisdom (Perception) checks.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art
Art
Artby
Art
Art by
byLorenzo
by
by Lorenzo
LorenzoMastroianni
Lorenzo
Lorenzo Mastroianni
Mastroianni
Mastroianni
Mastroianni
Head For Cover
At 13th level, you learn to use cover more effectively and
create improvised fortifications from which to shoot. While
you have half cover you can treat it as three quarters cover.
Additionally, over the course of 10 minutes, you can fortify
any cover you find to become a sniper's nest, provided you
have sufficient materials such as branches or rubble. The
nest has an AC of 10 and hit points equal to three times your
rogue level. While under this cover, a creature has a speed of
0, has three quarters cover, and advantage on ranged and
thrown weapon attacks. After 8 hours or when reduced to 0
hit points, the nest loses its integrity and reverts back to
being standard cover.
Superior Marksmanship
At 17th level, you are a master of ranged combat and
precision. The effects of your Precise Shots ability improve at
this level.
Bleeding Shot. A creature must succeed a Constitution
saving throw or take slashing damage equal to half your
rogue level (rounded up) at the beginning of its turn for 1
minute. It can take an action to reroll the Constitution saving
throw, ending the effect on a success.
Crippling Shot. A creature must succeed a Dexterity
saving throw or have its speed reduced to 0 and has
disadvantage on all Dexterity saving throws until the end of
your next turn.
Dazing Shot. A creature must succeed a Constitution
saving throw or have disadvantage on all attacks and ability
checks until the end of your next turn.
Disarming Shot. A creature must succeed a Strength
saving throw or drop one item of your choice that it's holding,
and that item is pushed away 30 feet in a direction of your
choosing.
Additionally, when the conditions are met to use your
Precise Shots ability, you can effect a creature with the 3rd
level option from your Precise Shots feature without
expending Sneak Attack dice. You can use this ability an
amount of times equal to your Dexterity modifier per long
rest.
Optional Rule: Firearm Proficiency
If your Dungeon Master uses the rules on firearms in chapter
9 of the Dungeon Master's Guide and you have been exposed
to the operations of such weapons, you gain proficient with
firearms at 3rd level.

Created by Hicks
Edited by the wonderful people of the Discord of
Many Things server.
Art by Ariel Perez and Lorenzo Mastroianni.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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