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Marksman

Proficiencies gained:

  • Level 1 training in Weapon Proficiency Training: Bolt Action Rifles, Single Shot Rifles.
  • Save Training Level 1 in Wisdom Saves.
  • One level of training in Perception and Stealth.
  • Observation Kit (Tools) - the shooter's bundle of spotting scope, rifle optic, laser rangefinder, wind meter, and DOPE book (Data On Previous Engagements / range card). Proficiency covers reading wind and mirage, calling corrections, ranging targets, and logging come-ups and holds for your rifle.

Critical Shot (3rd)

As an action, fire one shot from a Single Shot or Bolt Action rifle - if it hits, it counts as a critical hit. If you actually critical with this shot, you triple the damage dice.

Stalker (7th)

When using a ghillie suit in an appropriate environment, gain +10 to Stealth (instead of +5). Outside of 500 ft (instead of 1000 ft) you are considered invisible.

Specialization (10th)

Choose one of the following specializations.

Sharpshooter

When dealing damage with a Critical Shot, the target may be forced into a Constitution save (DC = damage rolled). On fail, reduced to 0 HP. On pass, damage is dealt normally. Uses equal to your Wisdom modifier per long rest.

Pathfinder

Your movement is unaffected by difficult terrain. Once per encounter, if you had time to scout ahead before combat, allies within 60 ft gain advantage on their initiative roll. You spot hidden or concealed creatures at double the normal range.

Counter-Sniper

When a creature you can see makes a ranged attack within your weapon's normal range, you may use your reaction to make a single ranged attack against that creature. You have advantage on Perception checks to detect concealed shooters, camouflaged positions, and muzzle flashes.

Master Stalker (15th)

With a ghillie suit in an appropriate environment, gain +10 to Stealth; outside 250 ft you are considered invisible.

Master Marksman (18th)

All ranged attacks gain +5 to hit and damage rolls when using Critical Shot.