The Marksman is a master of distance, patience, and lethality. Whether operating from a rooftop, jungle edge, or battlefield ruins, they eliminate targets with cold precision. Combining stealth, cover usage, and high-powered weaponry, Marksmen control combat with deadly efficiency and support their team with well-placed shots and tactical coordination.
Examples from Star Wars lore: Crosshair, Migs Mayfield, Fennec Shand, Cassian Andor
You gain +1 to your attack rolls with Sniper Rifles.
If you do not move on your turn, you gain advantage on Dexterity saving throws until the start of your next turn.
You gain an +1 AC while in half or three-quarters cover.
Once per turn, if you donβt move and donβt use your bonus action, your next ranged attack deals +2 damage.
You gain advantage on Perception checks made to detect threats.
Once per encounter, you can add your Intelligence modifier to a ranged attack roll.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per encounter, if you have not moved this turn, you gain advantage on your attack roll.
You suffer no penalty at short range. You suffer only a β2 penalty at medium range (instead of the normal β5). You suffer a β5 penalty at long range (instead of the normal β10, if applicable).
You gain an +2 AC while in half or three-quarters cover.
Once per encounter, you can use a bonus action to mark a target. Until the start of your next turn, allies have advantage on attacks against that target.
When you move from one source of cover to another, you can attempt to Hide as part of your movement. You make this check with advantage if you have not made an attack this turn.
You can reroll one damage die when attacking a creature that is surprised.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per encounter, when you score a critical hit with a ranged weapon, you roll +2 damage dice (instead of one).
You gain advantage on Stealth and Survival checks in urban environments.
When wielding a sniper rifle, you can fire twice at the same target or two adjacent targets (5ft apart). First shot at -2 Att penalty and the second shot is at -4 Att penalty.
When you hit a creature with a ranged weapon attack, you can choose to forgo dealing damage to instead force the target to make a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the target is either knocked prone or pushed 10 feet β your choice.
When you are missed by a ranged attack, you can move up to 10 feet without provoking opportunity attacks.
Once per encounter, you may choose to gain a +2 bonus to a ranged attack roll. If you do, your next ranged attack suffers a β2 penalty to the roll.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per encounter, you can ignore partial cover from one target.
You gain an +3 AC while in half or three-quarters cover.
You gain +2 Att at short range. You suffer no penalty at medium range (instead of the normal β5). You suffer a β3 penalty at long range (instead of the normal β10, if applicable).
You can take the Hide action as a bonus action if you did not move this turn.
Ranged weapon critical hits with sniper or heavy rifles occur on 19-20.
Once per encounter, if you have not moved this turn, you gain advantage on your attack roll and +1D6 DMG.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per long rest, if you delay your action until the end of the round and hit with a ranged weapon, the hit is automatically a critical.
Once per encounter, after attacking with a ranged weapon, you may Dash as a bonus action.
While hidden, if you hit a creature with a ranged attack, it has disadvantage on saving throws until the start of your next turn.
If you take an entire turn without taking any actions, bonus actions, or movement, your next ranged attack has +2 Att and deals extra die of DMG.
Creatures cannot take reactions against you until the start of your next turn after you make a ranged attack while hidden.
Allies who can see you gain +2 to attack rolls against enemies you have damaged this turn.
Ranged weapon critical hits with sniper or heavy rifles occur on 18-20.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.