SWURPG

Marksman

advanced from Soldier
Hit Die
d8
Primary Ability
Dexterity
Saves
Dexterity, Intelligence
Expertise Pts
2
Starting Credits
3d4x100
Skill Profs
Athletics, Endurance, Treat Injury, Stealth, Mechanics, Survival

The Marksman is the Soldier who solves problems from 200 feet away. Where Vanguards plant in melee and Commandos breach close-range positions, Marksmen pick the highest-priority target on the field and remove them before the rest of the fight starts.

Quick read: The long-range Soldier. Snipers, sight-line control, big single-target damage. Think Rebel sharpshooters, Imperial Storm Commandos, Mandalorian death watch snipers.

What you do at the table

Marksmen excel at long-range precision — Sniper Rifles, Heavy Blaster Rifles, scoped shots, and traits that trade rate-of-fire for single-shot impact. Your turn often looks like: position, sight line, target priority, single decisive shot. You're the Soldier the party deploys to overwatch a meeting, cover an extraction, or pre-emptively drop the enemy commander before the firefight begins.

You'll get the most out of maps with elevation, long sight lines, and clear approaches. Tight corridors blunt your specialty.

Sibling differentiation

  • vs. Vanguard — Vanguards in melee + tank role; Marksmen at long range + DPS role.
  • vs. Commando — Commandos at short range, mobile; Marksmen at long range, stationary.
  • vs. Scoundrel Assassin — Both deliver high single-target damage, but Marksmen do it from distance with rifles; Assassins do it up close with stealth.

Build tips

DEX primary (drives ranged accuracy, AC, initiative). INT secondary helps with Knowledge: Tactics and Perception. CON 13–14 keeps you on your feet.

Common pitfalls

  • Don't get caught at close range. Sniper rifles eat penalties in melee. Always have a backup blaster pistol and a fallback position.
  • Patience is a stat. New Marksmen burst all their setup traits in the opening round; experienced ones wait for the moment when one shot decides the fight.
  • Position before initiative. Like Vanguards, Marksmen win on map setup — pick the high ground before the dice come out.

Class Features by Level

Level 31 feature

Marksman's Patience

Once per turn, if you do not move and do not use your bonus action, your next ranged weapon attack before the start of your next turn deals extra damage: +2 damage (levels 3–6), +3 damage (levels 7–12), +4 damage (levels 13–17), +5 damage (levels 18–20).

Scales: Lv 7 · Lv 13 · Lv 18
Level 51 feature

Cover Expert

While behind half or three-quarters cover, you gain an additional +1 AC bonus. At level 10, this increases to +2, and at level 15, to +3.

Scales: Lv 10 · Lv 15
Level 61 feature

Distance Discipline

Your control over range keeps accuracy sharp at all distances. You suffer no penalty at Short Range; only –2 at Medium Range (instead of –5); and –5 at Long Range (instead of –10). At level 14, these improve to +2 to hit at Short Range, no penalty at Medium Range, and only –3 at Long Range.

Scales: Lv 14
Level 71 feature

Sharpshooter's Composure

once per short rest

Once per Short Rest, you may choose to gain a +2 bonus to a ranged attack roll. If you do, your next ranged attack suffers a –2 penalty to the roll. At level 15, the empowered attack also deals +1d6 bonus damage.

Scales: Lv 15
Level 91 feature

Tactical Shot

When you hit a creature with a ranged weapon attack, you may forgo damage to force it to make a Strength saving throw (DC = 8 + PB + Dex). On a failure, the target is either knocked prone or pushed 10 feet — your choice.

Level 101 feature

Long Strider

Your speed is increased by 10 feet.

Level 111 feature

Ghost Movement

When you move from one source of cover to another, you can attempt to Hide as part of your movement. If you have not attacked this turn, you make this Stealth check with advantage.

Level 131 feature

First Blood

When you attack a creature that is surprised, you automatically deal maximum damage.

Level 141 feature

Longshot Precision

Your mastery of sniper rifles and long-range optics grants lethal accuracy. Your ranged weapon critical hit range becomes 19–20 when using sniper or heavy rifles. At level 18, you score a critical hit on 18–20 instead.

Scales: Lv 18
Level 151 feature

Perfect Line of Sight

once per short rest

Once per Short Rest, you can ignore partial cover from one target.

Level 171 feature

Snipe and Relocate

bonus_action · once per short rest

Once per Short Rest, after making a ranged attack, you may Dash as a Bonus Action without provoking opportunity attacks.

Level 181 feature

Battlefield Marksman

Allies who can see you gain +2 to their next attack roll against any creature you have damaged this turn.

Level 191 feature

Unseen Terror

After you make a ranged attack while hidden, creatures cannot take Reactions against you until the start of your next turn. If that attack kills a creature, all enemies within 30 feet must succeed on a Wisdom saving throw (DC = 8 + PB + Dex) or become Frightened until the end of your next turn.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Final Shot Preparation

once per long rest

Once per Long Rest, if you take an entire turn without any actions, bonus actions, or movement, your next ranged attack gains +4 to hit and deals +2 weapon damage dice.