Class - Marksman

by Stuffies12

Search GM Binder Visit User Profile
The Marksman

Marksman

Under the cover of darkness, a half-elf
ambushes a bandit party as gunshots ring
from seemingly everywhere at once. The bandits
are thrown into chaos as they are unable to find their attacker, allowing him to pick off his enemies one by one.

From atop a stone tower, a human looks through her sniper scope as she spies on her quarry. The quarry is flanked on all sides by hulking guards, but it matters not as its head suddenly explodes, showering the bodyguards in viscera. A loud echoing ring follows, as if it were the bells of death itself.

A half-orc rips through a horde of goblins with his chaingun, the rotating barrels of the firearm spitting a continuous stream of bullets that offer his foes no chance to retaliate or take cover.

They say war is the mother of invention, and no class exemplifies this better than the marksman. They can wield a range of firearms from the terrifying visage of a chaingun, to the intimidating double barreled shotgun, or even the tiny efficiency of a one-handed minigun.

Modern Warfare

A marksman is a hyper-specialised combatant that displays mastery over firearms. Unlike the well-rounded martial skills of a fighter, a marksman's area of expertise does not extend past firearms. A marksman instead employs modern battle doctrine in combination with firearms to deadly effect. They also possess deep knowledge of a firearm's inner parts and mechanisms that surpasses the average artificer. This knowledge allows a marksman to quickly modify a firearm for any given situation. This ability to fill any role a party may lack is what makes them so versatile on the battlefield.

Observant and Disciplined

The advent of firearms means that any person that wields one is considered a potential threat. However, the tool alone does not make a marksman. A marksman is trained in various techniques that take full advantage of the raw power of firearms. This must also be paired with constant battlefield awareness so that every shot garners maximum impact. These two traits combined give the marksman its reputation for cold and calculating efficiency.

A marksman will feel right at home in an adventuring party. As an occupation that relies on how well one can slay evil creatures and end otherworldly monsters, their skills will always be valued.

The Marksman
Level Proficiency Bonus Features Applied Modifications
1st +2 Custom Build, Return Fire 2
2nd +2 Firearm Magazine 2
3rd +2 Marksman Specialist 2
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Marksman Specialist feature 3
7th +3 Quick Draw 4
8th +3 Ability Score Improvement, Suppressing Fire 4
9th +4 Tunnel Crawl 4
10th +4 Cover and Concealment 5
11th +4 Shooter's Eye 5
12th +4 Ability Score Improvement 5
13th +5 Marksman Specialist feature 6
14th +5 Run and Gun 6
15th +5 Return Fire (two attacks) 6
16th +5 Ability Score Improvement 7
17th +6 Marksman Specialist feature 7
18th +6 Ruthlessness 7
19th +6 Ability Score Improvement 8
20th +6 Lethality 8

Creating a Marksman

When creating a marksman, consider how your character first showed aptitude for such modern weapons. Then, think about how your character was given the opportunity to develop this talent further. In the world of D&D, firearms are arguably at the forefront of technological warfare. As such, the techniques that revolve around it will also be new and novel. Not everyone will know how to use them effectively.

That said, this does not mean you need to have your character spend their formative years at a military academy. Formal training can come in all varieties. Thieves guilds would undoubtedly be training their members in using firearms. Mercenary companies, whose entire livelihoods revolve around contract killing and protection, will want to ensure their company stays competitive. The technological competency needed to maintain firearms means your pursuit may be partly be an academic one, as you study and push the limits of this new tool.

Regardless, the marksman is defined by their expertise in firearms and this should be reflected in your character's backstory.

Quick Build

You can make a marksman quickly by following these suggestions. First, make Dexterity your highest score. If you plan on choosing the Arcane Shooter specialist, make Intelligence your next highest score. Otherwise, choose Constitution as your next highest score. Finally, choose the soldier background.

Class Features

As a marksman, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per marksman level
  • Hit Points at 1st Level: 1d10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per marksman level after 1st

Proficiencies


  • Armour: Light armour
  • Tools: Tinker's tools
  • Weapons: Daggers, light crossbow, firearms

  • Saving Throws: Strength, Dexerity
  • Skills: Choose two from Athletics, Intimidation, Investigation, Medicine, Perception, Sleight of Hand, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) a light crossbow and 20 bolts
  • (a) a dungeoneer's pack or (b) an explorer’s pack
  • a pistol and 10 bullets
  • two daggers, studded leather armour, and tinker’s tools

Multiclassing


  • Ability Score Minimum: Dexterity 13
  • Proficiencies Gained: Light armour, firearms, tinker's tools

Custom Build

You are intimately familiar with the internal workings of firearms and can choose to alter them. These alterations are known as Firearm Modifications. At 1st level, you gain two modification slots which you can use on firearms. Your options are detailed at the end of the class’s description. When you gain certain marksman levels, you gain additional modification slots, as shown in the Applied Modifications column of the Marksman table.

If a modification has a prerequisite, you must meet them to learn it. You can apply a modification at the same time you meet its prerequisites. A modification that has a prerequisite takes up one slot, as well as any additional slots needed for that modification. A level prerequisite refers to your level in this class.

To apply a modification to a firearm, you can use tinker’s tools and spend 1 hour per firearm adding, removing, or changing any number of modifications, which can be done as part of a short or long rest.

Some of your modifications require the target to make a saving throw to resist the feature’s effects. A modification that has a prerequisite possesses its own effect and the effects of the modifications needed before it. The saving throw DC is calculated as follows:

Marksman Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Return Fire

Also at 1st level, you recognise that combat is free flowing and requires split second decisions. When a creature makes an attack roll against you and misses, you can use your reaction to make one weapon attack against the attacker with your firearm. When you reach 15th level, you can make two weapon attacks against the attacker with your firearm as part of the same reaction.

Firearm Magazine

When you reach 2nd level, your tinkering in firearms has allowed you to create a compartment that allows you to store your bullets together. When you modify a firearm using your Custom Build feature, you also replace its loading property with the reload property, which is detailed below (this doesn’t take up an Applied Modification slot). The number of shots you can make before reloading a firearm is shown in the Magazine Capacity table.

Magazine Capacity
Marksman Level Capacity
2nd 5 shots
5th 10 shots
11th 15 shots
17th 20 shots

Reload. A limited number of shots can be made with a weapon that has the reload property. You must then reload it using an action. If you take the Attack action on your turn, you can replace one of those attacks to reload your firearm.

Marksman Specialist

Starting at 3rd level, you choose a specialisation which represents your aptitude in firearms. You can choose from the Arcane Shooter, Guerrilla, Sharpshooter, or Shock Trooper specialist, each of which are detailed at the end of the class’s description. Your choice grants you features at 3rd level, and again at 6th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Draw

At 7th level, your reflexes are able to give you the jump on others. You can add your proficiency bonus to your initiative rolls. Additionally, any hit made with your firearm against a creature that hasn't taken a turn in combat is a critical hit.

Suppressing Fire

When you reach 8th level, you can lay down fire in an area to prevent adversaries from moving. When you use a Firearm Modification that requires a creature to make a saving throw, you can expend 3 additional bullets. If the creature fails its saving throw, it also has a movement speed of 0 until the end of its next turn.

Tunnel Crawl

At 9th level, you learn to move around a battlefield whilst minimising your profile. You can move up to your full movement speed while prone or when squeezing through a space one size smaller than you, and getting up from prone costs you only 5 feet of movement, rather than half your speed. You can also squeeze through a space two sizes smaller than you, spending 1 extra foot for every foot travelled.

Cover and Concealment

Once you reach 10th level, you become adept at shielding yourself from projectiles. When you are behind half or three-quarters cover, you can use a bonus action to treat the cover as one level higher. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Shooter's Eye

When you reach 11th level, your natural marksmanship translates into greater awareness. You gain a bonus to Intelligence (Investigation) and Wisdom (Perception) checks equal to your Dexterity modifier.

Run and Gun

At 14th level, you always stay switched on during a firefight. You can make one weapon attack with your firearm when you take the Dash action on your turn.

Ruthlessness

By 18th level, you become efficient at finishing off your foes. Once on your turn, when you reduce a creature’s hit points to 0 with your firearm, you can make an Attack action as a bonus action.

Lethality

Finally, when you reach 20th level, you’re able to spell the end for an enemy with a well placed shot. Once on your turn, when you hit a creature with an attack from your firearm and the creature has 50 hit points or less, it immediately dies.

Once you use this feature, you can’t do so again until you finish a long rest.

Firearms in D&D

The Dungeon Master's Guide offers a selection of firearms ranging from renaissance to futuristic. While this class can interact with all firearm types listed in the DMG, wielding a futuristic firearm will make your character vastly more powerful, in line with the vanilla D&D settings being largely low-tech. The renaissance firearms are detailed below for convenience:

Weapon Cost Damage Weight Properties
Pistol 250gp 1d10 piercing 3 lb. Ammunition
(range 30/90), loading
Musket 500gp 1d12 piercing 10 lb. Ammunition
(range 40/120), loading, two-handed

Marksman Specialists

A marksman shows their preferred aptitude towards firearms early on in their training. The marksman specialist you choose reflects this preference. You can choose from the Arcane Shooter, Guerrilla, Sharpshooter, or Shock Trooper specialist.

Arcane Shooter

Magic permeates from the firearm of an Arcane Shooter. An Arcane Shooter can infuse magic directly into a firearm and can even put up magical cover to protect its allies. This marksman specialist expertly combines arcane prowess with its firearm training to unleash devastating attacks on the enemy whilst supporting its own allies.

Spellcasting

3rd-level Arcane Shooter feature


Your penchant for tinkering with firearms allows you to use them alongside magic. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 1 of Tasha's Cauldron of Everything for the artificer spell list.

Cantrips. You know two cantrips of your choice from the artificer spell list. You learn an additional artificer cantrip of your choice at 10th level.

Preparing and Casting Spells. The Arcane Shooter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell catapult and have a 1st-level and a 2nd-level spell slot available, you can cast catapult using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level artificer spells of your choice, two of which you must choose from the abjuration and transmutation spells on the artificer spell list.

The Spells Known column of the Arcane Shooter Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Arcane Shooter Spellcasting
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3 2
5th 2 4 3 2
6th 2 4 3 2
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

    Spellcasting Ability. Intelligence is your spellcasting ability for your artificer spells, since your magic is an extension of your natural tinkering abilities. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spellcasting Focus. You can use a firearm that has at least one Firearm Modification as a spellcasting focus for your artificer spells

Multiclassing. When determining the number of spell slots you have, you add a third of your marksman level, as described in “Multiclassing” in Chapter 6 of the Player’s Handbook.

Firearm Casting

3rd-level Arcane Shooter feature


You are able to cast magic into your ammunition and fire it at someone. Once on your turn, when you use your firearm to cast a spell with a casting time of 1 action and a range of touch, you can choose to expend one piece of ammunition and give the spell a range equal to your firearm's normal range.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest

Return Cantrip

6th-level Arcane Shooter feature


You put into practice the doctrine of free-flowing battles with your spellcasting. When you use your Return Fire feature, you can cast a cantrip that doesn’t have a range of self or touch at the attacker, instead of making a weapon attack with your firearm. You must use your firearm as the spellcasting focus when casting the cantrip, and you must reload the firearm before you can use it again to make an attack or cast a spell.

Clear Cover

13th-level Arcane Shooter feature


Your affinity with magic has allowed you to construct a magic barrier. As an action, you can choose a point on a solid surface that you can see within the normal range of your firearm and create a transparent wall 60 feet long, 10 feet high, and 5 feet thick. Creatures and objects can pass through the wall, though the wall's space is difficult terrain.

One side of the wall, selected by you when you use this feature, acts as half cover if a creature is behind it. When a creature behind the wall is hit by a ranged attack, the damage it takes is reduced by a number equal to your proficiency bonus + your Intelligence modifier.

Once per turn, whenever a creature of your choice behind the wall hits a target on the other side for the first time with a ranged weapon attack, it deals an extra 1d6 force damage.

The wall vanishes after 1 minute, until you dismiss it as a bonus action, you use this feature again, or when it has reduced a total of 50 damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest

Infinite Ammunition

17th-level Arcane Shooter feature


Your study of magic and firearms has allowed you to develop special ammunition for it. You can cast the swift quiver and conjure volley spells, targeting a firearm that has at least one Firearm Modification. If the firearm is ever disarmed from you, the spell ends.

Once you cast either of these spells with this feature, you can't cast that spell with it again until you finish a long rest.

Guerrilla

The Guerrilla fights from the shadows, striking and disappearing before anyone can find them. This marksman specialist excels in studying the surrounding terrain to outmaneuver the enemy and lay down lethal shots before it can be pinned down.

Silent Stalker

3rd-level Guerrilla feature


You have mastered the art of staying unseen. Once on your turn, when you are hidden from a creature and hit it with a ranged weapon attack, you can choose to have the attack not reveal your position. You must finish a long rest before you can attack again in this way.

In addition, while in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Discrete Signal

3rd-level Guerrilla feature


You've learned to stealthily communicate with others. You learn the message cantrip, and you can cast it without a verbal or material component. The target of the spell also doesn't need to perform the verbal component. Intelligence is your spellcasting modifier for this spell.

When you cast the spell, you can also modify it so you can target a number of creatures within range up to your proficiency bonus. When you do, you can only send a one-word message, and the target can't reply.

Home Field Advantage

6th-level Guerrilla feature


You can use any environment to your advantage after some reconnaissance. You can spend 1 hour surveying the surrounding area, which you can do while travelling in it. Some examples can include: a section of a city, a forested area, or an underground cave system. Afterward, you gain the following benefits while in the area:

  • Moving through nonmagical difficult terrain costs you no extra movement. You also have advantage on saving throws against spells that impede movement, such as the entangle or earth tremor spell.
  • You leave behind no tracks or other traces of your passage, and you can't be tracked except by magical means.
  • Creatures have disadvantage on Wisdom (Perception) checks to try to find you.
  • Your walking speed increases by 10 feet.

When you leave the terrain, you lose these benefits and must survey your surroundings again to gain them, unless you return to the terrain within 1 minute of leaving it.

Ambush Tactics

13th-level Guerrilla feature


You never stay in one place for long. After using your Return Fire feature, you can use the Hide action as part of the same reaction.

Light Feet

13th-level Guerrilla feature


You always make sure to stay on your toes. You can take the Dodge action as a bonus action. You can only do so if you aren’t wielding a weapon with the heavy property, and if you aren’t wearing medium or heavy armour. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

First Strike

17th-level Guerrilla feature


You’ve learned to attack with speed against your foes. Immediately before the start of combat, you can give yourself a 20 for your initiative roll on the d20 (losing any initiative ties).

Once you use this feature, you can’t do so again until you finish a long rest.

Sharpshooter

The Sharpshooter picks off targets with precision. Their pinpoint accuracy and heightened senses far surpasses other marksmen, ensuring that nothing gets past their keen eye. This standout trait enables a Sharpshooter to quickly spot dangers, intercept enemy attacks, and neutralise threats from a longer distance.

Careful Aim

3rd-level Sharpshooter feature


You are able to keep a watchful eye on your foe. As a bonus action, you can choose a creature that you can see within your weapon's range and mark it. While marked in this way, your ranged attacks against the target gain the following benefits:

  • Your attacks ignore half and three-quarters cover
  • An attack you make is a critical hit on a roll of 19 or 20 on the d20. When you reach 15th level, an attack becomes a critical hit on a 18-20.

You can mark the creature for up to 1 minute or until you dismiss it (no action required). It also ends early if you lose sight of it or mark another creature with this feature.

You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spotter's Eyes

6th-level Sharpshooter feature


You excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

If you successfully find an obscured trap or other hidden mechanism, such as a glyph of warding spell, on the same turn you take this bonus action, you can reveal the danger and make it visible to others.

If you successfully find a hidden or invisible creature on the same turn you take this bonus action, you can also spot the target (as if you were concentrating on a spell). The target no longer gains any benefits from being hidden or invisible, and attack rolls against it are made with advantage. You can only have one creature spotted at a time. If you spot another creature with this feature, the previous creature is no longer spotted.

You also gain proficiency in one of the following skills of your choice: Investigation, Perception, or Survival.

Powerful Senses

6th-level Sharpshooter feature


Your senses are honed to superhuman levels. You are immune to being blinded or deafened. Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, and dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Long Range Interception

13th-level Sharpshooter feature


Your adept situational awareness allows you to mitigate the effectiveness of an attack. When a creature you can see within your weapon's range hits a target with a weapon attack, you can use your reaction to expend one piece of ammunition and reduce the damage the target takes by 1d10 + your attack roll modifier + your marksman level (to a minimum of 0 damage). You must be wielding a firearm to use this feature.

If you reduce the damage to 0, you can deal damage to the attacker equal to the remaining damage.

Prone Shooter

17th-level Sharpshooter feature


You make sure to get yourself in an ideal position to take your shots. If you haven't moved and are prone at the start of your turn, you can choose to have a speed of 0 until the end of your current turn. When you do, you have advantage on all ranged weapon attacks instead of disadvantage on your turn.

In addition, you can aim at a target over vast distances with the aid of another creature, called a spotter. As an action, you can make a ranged attack against a target up to the range of your firearm × your Dexterity modifier. The spotter must be able to see the target and be within 30 feet of it, and the spotter must have communicated the target's current position to you before the start of your next turn. The target also can't be behind total cover. You must use a firearm that has at least one Firearm Modification, and you must be prone to use this action (you don't gain advantage when attacking in this way).

Shock Trooper

The Shock Trooper is a crowd control and heavy weapons expert, able to stop hostile hordes in its tracks and mow them down with extreme prejudice. A Shock Trooper's raw firepower allows them to draw attention to themselves,
giving its teammates openings to flank enemy positions and score critical blows.

Bonus Proficiencies

3rd-level Shock Trooper feature


You gain proficiency in medium and heavy armour.

Retaliatory Strike

3rd-level Shock Trooper feature


Your role as a front line aggressor allows you to lay down fire at any opportunity. You gain a new way to use your Return Fire feature; you can use your Return Fire feature when a creature makes an attack roll against a friendly target
within 30 feet of you and misses.

Savage Blaster

6th-level Shock Trooper feature


Your firearms are known for their potency and stopping power. Your Firearm Modifications that require a
saving throw ignore half and three-quarters cover.

In addition, whenever a creature succeeds on a
saving throw against an effect from your Firearm Modification, it takes half the modification’s damage (if any) but suffers no additional effect from the modification.

Draw Fire

6th-level Shock Trooper feature


The way you wield your guns paints you as a threat others can’t ignore. When you hit a creature with your firearm, you can force it to make a Wisdom saving throw against your Marksman save DC. On a failed save, it has disadvantage on attack rolls against creatures other than you, can’t take reactions, and can’t move more than 30 feet away from you for up to 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Stopping Power

13th-level Shock Trooper feature


You are able to force enemies to stop advancing. When you use a Firearm Modification that requires creatures to make a saving throw against your Suppressing Fire feature, you can expend 5 additional bullets and force affected creatures to have a speed of 0 until the end of their next turn, regardless of whether they succeed or fail on the saving throw. You must reload the firearm before you can use it again to make an attack, and you regain use of this ability when you finish a short or long rest.

In addition, whenever a creature fails its saving throw against your Suppressing Fire feature, it also falls prone.

Heavy Weapons Expert

17th-level Shock Trooper feature


You charge into battle guns blazing. When you use the Attack action and make a weapon attack using a firearm with the heavy property, you can make one weapon attack as a bonus action.

In addition, you gain the following benefits when making an attack with a firearm with the heavy property:

  • You have advantage against creatures that are prone, rather than disadvantage.
  • You can add a bonus to your damage rolls equal to your Strength modifier.
  • You can't be moved against your will while holding the firearm, unless you choose to.

Firearm Modifications

The modifications listed here are separated by modification type and organised by prerequisite. You can modify as many firearms as you like as long as you have enough slots.

A modification that has a prerequisite takes up one slot, as well as any additional slots needed for that modification. For example, a firearm with the Machine Gun modification takes up 5 Applied Modification slots (Larger Frame, Full Auto Fire, Stock, Folding Stock, and Machine Gun).

If this same firearm also takes the Heavy Barrel modification, it takes up 3 additional slots (Double Barrel, Improved Gunpowder I, Heavy Barrel) for a total of 8 slots.

Frame

Larger Frame

Incompatibility: Tactical Frame
You modify the frame of the firearm so it can hold a larger capacity. Your Magazine Capacity increases by 5.

Full Auto Fire

Prerequisites: 6th level marksman, Larger Frame, Strength 13
You further modify your firearm, allowing it to sustain fire for longer periods of time. As an action, you can expend 10 bullets to continuously lay down shots in a line emanating from the firearm 5-feet wide and as long as its normal range, or in a cone area as wide as half its normal range (your choice). Each creature in the area must succeed on a Dexterity saving throw or take two of the weapon’s normal damage dice. A creature must also make this saving throw when it enters the weapon’s area for the first time on a turn or ends its turn there. This lasts until the start of your next turn or until you make an attack with the firearm.

If you are hit by an attack or harmful spell, you must succeed on a Constitution saving throw to maintain concentration on laying down shots with the firearm. You automatically stop firing if you are moved against your will.

Mini Gun


  • Prerequisites: 12th level marksman, Full Auto Fire, Improved Gunpowder I, Burst Fire I
  • Incompatibility: Two-Handed property

You modify your firearm to minimize its bulk, making it easier for you to quickly spray fire at enemies when needed. When you use your Return Fire feature, you can choose to use your Burst Fire modification instead of making a ranged weapon attack with the firearm.

Machine Gun

Prerequisites: 12th level marksman, Full Auto Fire, Folding Stock
Your firearm’s sustained fire is more deadly thanks to greater stability when holding your firearm. It gains the two-handed property. You also can roll four damage dice when dealing damage with your Full Auto Fire modification.

Chain Gun

Prerequisites: 12th level marksman, Full Auto Fire, Burst Fire II
Your firearm can discharge bullets at an alarming rate. It gains the heavy and two-handed property. When you take the Attack action on your turn, you can replace one or both attacks and use your Burst Fire modification.

Double Barrel

Prerequisites: 6th level marksman, Larger Frame
You further modify the frame of your firearm so it can fire from two barrels. The firearm no longer has a long range. When you make a ranged attack with the firearm, you can choose a creature within 5 feet of the original target and within the firearm’s range. If the original attack roll would hit the second creature, it takes damage equal to half the damage dealt to the original target. Making an attack with this firearm always expends 2 bullets instead of 1.

Heavy Barrel

Prerequisites: 12th level marksman, Double Barrel, Improved Gunpowder I, Stock
Your firearm’s shots are weighty and powerful. It gains the heavy and two-handed property. Once on your turn, if your original attack roll with the firearm hits the second creature, it can take the same amount of damage dealt to the original target.

Triple Barrel

Prerequisites: 12th level marksman, Double Barrel, Improved Gunpowder I, Iron Sights
Your firearm can cover a much wider area. You can choose to expend 3 bullets instead of 2. When you do, you choose an additional creature within 5 feet of the original target and within the firearm’s normal range. If the original attack roll would hit this creature, it takes damage equal to half the damage dealt to the original target. You must choose to do this before making your attack roll.

Tactical Frame

Incompatibility: Larger Frame
You modify the frame of the firearm to be more easily wielded. If you already have this firearm drawn, you can stow it and draw another one-handed weapon as part of your action.

Kicking Chamber

Prerequisites: 6th level marksman, Tactical Frame
Your firearm is able to cause foes to stagger. When you hit a creature with an attack roll from the firearm, you can push the creature up to 10 feet away from you in a straight line. A creature can be affected in this way only once per turn.

Overpressure Chamber

Prerequisites: 12th level marksman, Kicking Chamber, Improved Gunpowder II
Your firearm can accommodate a much stronger gunpowder compound. When you hit a target at the firearm's normal range, you can use a bonus action to roll an additional damage die.

Rapid Discharge


  • Prerequisites: 12th level marksman, Kicking Chamber, Burst Fire II
  • Incompatibility: Two-Handed property

You further modify your firearm so it can unload ammunition in quick succession. As an action, you can choose a creature you can see within range. You expend 4 bullets and the target must make a Dexterity saving throw, with advantage if at long range. On a failed save, the target takes damage equal to four of the firearm’s damage dice.

If you have the Burst Fire III modification, you can expend 5 bullets, rolling five damage dice on a failed save.

Extended Chamber

Prerequisites: 6th level marksman, Tactical Frame, Strength 13
You further modify the frame of the firearm so it can shoot over long distances. The firearm’s long range is doubled. You also have disadvantage on attack rolls made with this firearm if a creature is within 10 feet of you.

Long Repeater

Prerequisites: 12th level marksman, Extended Chamber, Folding Stock
Your firearm can make reasonably quick shots with accuracy over longer distances. As an action, you can make a ranged attack against any number of creatures within 15 feet of a point you can see within the firearm’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Magnum Rifle

Prerequisites: 12th level marksman, Extended Chamber, Improved Gunpowder I, Stock
Your firearm can launch a hammering shot. It gains the heavy and two-handed property. As an action, you can draw a line emanating from the firearm 5-feet wide and as long as its range. Each creature in the line must succeed on a Dexterity saving throw or take three of the weapon’s normal damage dice and become stunned until the end of its next turn.

Sniper

Prerequisites: 12th level marksman, Extended Chamber, Scope Lens
You further modify your firearm to be deadlier at long distances. It gains the two-handed property. The firearm’s long range is also quadruple its original range. When you hit a target at the firearm's long range, you can use a bonus action to roll an additional damage die.

Triple Upgrades

Iron Sights

You attach a set of sights to help your aim. You gain a +1 bonus to attack rolls made with the firearm.

Scope Lens

Prerequisites: 6th level marksman, Iron Sights
You improve on the design of your sights by creating a scope. You ignore disadvantage when making an attack roll at the firearm’s long range. Additionally, you now gain a +2 bonus to attack rolls made with the firearm.

Red Dot Sights

Prerequisites: 12th level marksman, Scope Lens
You improve further on the design of your scope with an accurate targeting reticle. You can roll one additional weapon damage die when determining the extra damage for a critical hit with the firearm.

Stock

Prerequisites: 3rd level marksman
You add a stock to your firearm. Its normal range increases by 10 feet.

Folding Stock

Prerequisites: 6th level marksman, Stock
Your firearm's stock can now extend and retract to help with recoil. Its normal range increases by another 10 feet. You also have advantage to keep hold of the weapon when being disarmed.

Carbon Stock

Prerequisites: 12th level marksman, Folding Stock, Larger Frame or Tactical Frame
Your firearm’s stock is made from lightweight material. You can use a bonus action to make a ranged weapon attack with the firearm.

Burst Fire I

Your modifications with the firearm allow you to give a sustained burst of fire. As an action, you can expend 3 bullets and choose a 10-foot-cube area within the firearm’s normal range. Each creature in the area must make a Dexterity saving throw or take the weapon’s normal damage.

Burst Fire II

Prerequisites: 6th level marksman, Burst Fire I
Your firearm’s burst fire can reach farther distances. You can now expend 4 bullets and choose a 10-foot-cube area within the firearm’s range. A creature has advantage on its Dexterity saving throw to avoid damage if at the firearm’s long range. A creature that fails its saving throw takes two of the weapon’s normal damage dice and has disadvantage on the next attack roll it makes before end of its next turn.

Burst Fire III

Prerequisites: 12th level marksman, Burst Fire II
You can lay down more shots in one burst to cover a larger area. You can now expend 5 bullets and choose a 15-foot-cube area within the firearm’s range. A creature that fails its saving throw takes three of the weapon’s normal damage dice and also can't take reactions until the end of its next turn.

Improved Gunpowder I

You’ve improved the chemical composition used to fire your bullets. Once on your turn, when you roll a 1 on your damage dice with the firearm, you can reroll the dice and you must use the new roll.

Improved Gunpowder II

Prerequisites: 6th level marksman, Improved Gunpowder I
You modify the chemical composition used to fire your bullets by lacing it with fine magic dust. Your ranged attacks with the firearm are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Gunpowder III

Prerequisites: 12th level marksman, Improved Gunpowder II
You further improve on your powder’s chemical composition. You roll an additional damage die when using a modification that requires a creature to make a saving throw to avoid damage.

Add-Ons

Suppressor


  • Prerequisites: 3rd level marksman
  • Incompatibility: Double Barrel, Full Auto Fire

You can minimise your firearm’s sound and muzzle flash. When you are hidden from a creature and miss it with a ranged weapon attack from the firearm, making the attack doesn't reveal your position.

Walloping Chamber


  • Prerequisites: 3rd level marksman
  • Incompatibility: Extended Chamber, Kicking Chamber

Your firearm is able to pack a mean punch. When you hit a creature with the firearm, you can make it succeed on a Strength saving throw or fall prone.

Anti-Material

Prerequisites: 3rd level marksman, Larger Frame or Tactical Frame
Your firearm is modified to take down artificial structures. It deals double damage to constructs, objects, and structures. Your Magazine Capacity is also reduced by 5 (to a minimum of 1).

Detachable Magazine

Prerequisites: 6th level marksman, Larger Frame or Tactical Frame
You can now more quickly reload. You can use a bonus action to reload the firearm.

Strong Stock

Prerequisites: 3rd level marksman, Stock, Strength 13
You can use your Strength modifier instead of Dexterity for the firearm’s attack and damage rolls. If a feature or modification requires a target to make a saving throw from the firearm, you can use your Strength modifier instead of Dexterity to calculate the DC.

Shiv

You attach a protruding metal spike to the end of your firearm. After you take the Attack action with the firearm, you can use a bonus action to make a melee weapon attack with the shiv. While attached in this way, the shiv has the finesse property and deals 1d4 piercing damage on a hit.

Bayonet

Prerequisites: 6th level marksman, Shiv
You fashion a more deadly metal blade to put at the end of your firearm. This bayonet does 1d6 piercing damage on a hit. If you hit a target with the firearm the bayonet is attached to on the same turn, you make this attack with advantage.

The Marksman

Step into a new age and equip yourself with the latest tools of war. Add a modern flair to your D&D campaigns with this new firearm focused homebrew class. Eliminate your foes and protect your allies under a hail of bullets.

Arcane Shooter
Guerrilla
Sharpshooter
Shock Trooper