Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Marksman

    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

    Class Traits by Level

    Level 1 – Longshot Training
    You gain +1 to your attack rolls with Sniper Rifles.
    Level 1 – Tactical Positioning
    If you do not move on your turn, you gain advantage on Dexterity saving throws until the start of your next turn.
    Level 2 – Cover Expert I
    You gain an +1 AC while in half or three-quarters cover.
    Level 2 – Marksman’s Patience
    Once per turn, if you don’t move and don’t use your bonus action, your next ranged attack deals +2 damage.
    Level 3 – Keen Eye
    You gain advantage on Perception checks made to detect threats.
    Level 3 – Calculated Shot I
    Once per encounter, you can add your Intelligence modifier to a ranged attack roll.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Sniper’s Focus I
    Once per encounter, if you have not moved this turn, you gain advantage on your attack roll.
    Level 5 – Distance Discipline I
    You suffer no penalty at short range. You suffer only a –2 penalty at medium range (instead of the normal –5). You suffer a –5 penalty at long range (instead of the normal –10, if applicable).
    Level 6 – Cover Expert II
    You gain an +2 AC while in half or three-quarters cover.
    Level 6 – Spotter’s Instinct
    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.
    Level 7 – Ghost Movement
    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.
    Level 7 – First Blood
    You can reroll one damage die when attacking a creature that is surprised.
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Deadly Precision
    Once per encounter, when you score a critical hit with a ranged weapon, you roll +2 damage dice (instead of one).
    Level 9 – Urban Awareness
    You gain advantage on Stealth and Survival checks in urban environments.
    Level 10 – Marksman Double Shot
    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.
    Level 10 – Tactical Shot
    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.
    Level 11 – Evasive Shift
    When you are missed by a ranged attack, you can move up to 10 feet without provoking opportunity attacks.
    Level 11 – Sharpshooter’s Composure
    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 –2 penalty to the roll.
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Perfect Line of Sight
    Once per encounter, you can ignore partial cover from one target.
    Level 13 – Cover Expert III
    You gain an +3 AC while in half or three-quarters cover.
    Level 14 – Distance Discipline II
    You gain +2 Att at short range. You suffer no penalty at medium range (instead of the normal –5). You suffer a –3 penalty at long range (instead of the normal –10, if applicable).
    Level 14 – Advanced Recon
    You can take the Hide action as a bonus action if you did not move this turn.
    Level 15 – Longshot Novice
    Ranged weapon critical hits with sniper or heavy rifles occur on 19-20.
    Level 15 – Sniper’s Focus Mastery
    Once per encounter, if you have not moved this turn, you gain advantage on your attack roll and +1D6 DMG.
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Critical Patience
    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.
    Level 17 – Snipe and Relocate
    Once per encounter, after attacking with a ranged weapon, you may Dash as a bonus action.
    Level 18 – Ghost Ambush
    While hidden, if you hit a creature with a ranged attack, it has disadvantage on saving throws until the start of your next turn.
    Level 18 – Final Shot Preparation
    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.
    Level 19 – Unseen Terror
    Creatures cannot take reactions against you until the start of your next turn after you make a ranged attack while hidden.
    Level 19 – Battlefield Marksman
    Allies who can see you gain +2 to attack rolls against enemies you have damaged this turn.
    Level 20 – Longshot Master
    Ranged weapon critical hits with sniper or heavy rifles occur on 18-20.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.