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Marksman

De Runarcana Wiki
Esta página é uma versão traduzida da página Atirador. Sua tradução está 100% completa.

This article complies with version 0.95 of Runarcana RPG

Among all the existing classes, some may claim to be older than others, however the newest among them is the Marksman. A recent advent in the history of Runeterra, at least so it is said, as before the invention of firearms, the masters of ranged combat were archers.

When getting up from the ambush, the shooter stretches out in search of her pistol, always at her side. She jumps up and starts shooting at her detractors before they can even think about reacting.

The detractors fall one by one with only one of them remaining alive and in disbelief with what he has just witnessed, he has not even drawn his revolver and knows that his life is at the tip of the shooter's finger.

He knows that although it is humiliating, it is more worth staying alive than risking and certainly dying in the face of such aim and speed. His arms slowly go up in the air in surrender and he sees a smile appearing on the shooter's face.

That brief moment is more painful than being shot, but just as quickly, he knows he's in trouble when she asks him who else Sarah sent to hunt her down and if she really thinks that one day she will forgive her for what she had done to her father.

Marksman are masters of firearms, using them to devastating effect on the battlefield. A marksman uses a steady trigger and skill to provide fire and cover for his friends and disable enemies with especially deadly shots.

However, their "joviality" before the world should not be confused with inexperience, nor with a lack of skill, marksman have immense strengths in their skills even though they are few and in few regions of the world.

The arms race has been expressed since antiquity with a predilection for magic, a powerful but totally uncertain and fickle source of war that could very well turn against those who believed they controlled it, a response from those without magic emerged through natural mechanics, of explosive compounds and the directing of just one rigid projectile against a target.

Some say that magic made living beings different creatures, with powers and possibilities and clear power relationships, this may be true, but it is certain that the invention of firearms made them equal again.

Gunpowder and Magic

Not all marksman use purely scientific powers to provide their capabilities, with enchanted arrows and cannons capable of blowing up cities, they know that magic is also a resource that can help them on their way, for this reason they respect both resources and whenever possible they seek to unite them in favor of their strength.

Some gunsmiths find the strength in objects of magical origin to produce even more powerful projectiles and mechanisms, while others who have a little magical power seek to channel it into their creations.

Regardless of the origin of the weapon, and its propellant, be it gunpowder or arcane energy, a smoking barrel and precision in destruction are hallmarks of a marksman.

Common in Piltover and Zaun, firearms were quickly absorbed by Noxus and from time to time there are rumors of magical firearms being used in Ionia. In Bilgewater, perhaps it is the place where they are used in a more mundane way, seen on the waists of those who can afford their price.

Magical firearms are among the rarest and most coveted weapons in all of Runeterra, usually giving immense power to those who wield them, in some places they are banned and in others they are desired, but the general rule is that everywhere they are feared.

Unwanted Attention

As previously mentioned, each location in Runeterra has a different relationship with firearms, while in Piltover their possession is only permitted by law enforcement agents, in Zaun the authorities are more concerned with profiting from their business.

Many end up in Bilgewater, being traded even in broad daylight if you know where to look. However, their cost can be very high, especially if you are competing with a Noxian agent in charge of further arming and munifying the Empire.

In Demacia, they are seen with great fear, especially as petricite does not present any additional defense against most of them, and their presence is combated in almost the same way as magic.

In the Freljord they are extremely rare, especially because they tend to have malfunctions in the harsh winter, or even because they are often not enough to take down the creatures shaped by icy punishment.

With the Noxian invasion that so devastated Ionia, some authorities began to import pieces, albeit clandestinely, from other regions, especially from Piltover, where scholars tried to reproduce their effects by making up for their lack of scientific ability with the abundance of existing magic.

Creating a Marksman

Marksman are not that common throughout Runeterra, except in Zaun and Piltover. Talk to the GM about where your marksman is from, especially if he doesn't come from one of these two regions. You currently live in them, are your guns considered illegal where you live?

How did you get your first weapon? Were you creatively driven to create something even more powerful? Did you sell your soul to a demon to gain this knowledge? Maybe you just took revenge on an evildoer and took the weapon from the dead carcass.

Quick Build

You can quickly build a shooter using the following suggestions. First, put your highest ability score into Dexterity, followed by Wisdom. Second, choose the Outsider Past.


The Marksman
Level Characteristics Maximum Bravery
1st Gunsmith, Astra, Trail, , Weapon Mastery -
2nd Bravery, Ruse: Bravado 2
3rd Artisan Gunsmith, Trail Feature 2
4th Enhancement 3
5th Extra Attack, Ruse: Runic Shot 3
6th Trail Feature 4
7th Gunpowder Baptism 4
8th Enhancement 5
9th Evasion, Superior Bravado 5
10th Trail Feature 6
11th Ad Astra, Personal Talisman 6
12th Enhancement 7
13th Trail Feature 7
14th Astra et Umbra 8
15th Cheat Death 8
16th Enhancement 9
17th Trail Feature 9
18th Well-connected 10
19th Enhancement, Indomitable Bravery 10
20th Trail Feature 12

Class Features

As a Marksman, you gain the following class features.

Hit Points

Hit Dice: 1d8 per marksman level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per marksman level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, firearms

Crafts: Gunsmith Craft

Saving Throws: Dexterity, Wisdom

Skills: Choose two from Acrobatics, Intuition, Medicine, Perception, Sleight of Hand, Stealth, Technology and Survival.

Equipment

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

  • a Tier 1 firearm
  • (a) leather armor or (b) a simple melee weapon
  • (a) an explorer set or (b) an adventurer set
  • Gunsmith tools and 30 rounds of ammunition for the initial firearm

Gunsmith

From 1st level onwards, when you become a Marksman, you also become someone who not only wields a weapon and knows how to use it, but an expert who instinctively understands the capabilities and possibilities of Firearms.

The number of formulas you receive per Craft level is based on your Wisdom modifier rather than your Intelligence modifier. You can use your Craft and Gunsmith tools to build firearms, ammunition, and also to repair them. Additionally, any Technology roll is made using Wisdom rather than Intelligence.

Astra

Also at 1st level, the Marksman is capable of shooting any firearm, however every marksman has his Astra, his signature weapon and the weapon through which he channels his runic essence. To define his Astra, the Shooter must perform a 1-hour ritual with the chosen weapon, making slight modifications to it with his armorer's set using secret formulas that are either intuitive, or passed down through a line of succession. An astra receives the following modifications:

  • Your proficiency bonus is added to the weapon's damage;
  • Your weapon range increases by 5 feet/10 feet;
  • Your weapon error decreases by a number equal to half your proficiency bonus;
  • The Strength required to use the weapon decreases by a number equal to half your proficiency bonus;
  • You can use your bonus action to reload the weapon;

An Astra doesn't work in the hand of someone other than a Marksman. If it is away from its bearer for more than a day, it loses its enchantment and can only function as a common firearm again if a gunsmith repairs it. If a Marksman finds it, and it has not been modified back into a normal weapon, he can make it an Astra again as a bonus action. Starting at 7th level, you are able to reload any Firearm in your lane style as a bonus action.

Weapon Mastery

Your weapon training allows you to use the Weapon Mastery property by choosing between Simple Weapons and Firearms with which you are proficient. You can choose up to 2 weapons, and you can exchange a weapon mastery you have for another weapon you can master during a full rest.

Trail

At 1st level, you must choose a Path, it reflects your choice of style, how you use your resources and is what separates a newbie with a gun from a legendary marksman. Choose from one of the following Paths: the Path of Atrnach, the Path of Desperado, the Path of Ravasz, or the Path of Vanator, all described at the end of this class.

Bravery

Starting at 2nd level, Marksmen have an almost supernatural momentum, it is the channeling of runic energy that runs through their body. You gain a number of Bravery points equal to the value indicated in the Maximum Bravery column on the Marksman table. The number of Bravery points can never exceed your maximum bravery.

You can spend these points to enhance various Ruse of the class. You start by knowing a Ruse: Bravado. You learn more about these Ruse as you gain levels in the class.

You regain all of your spent Bravery points when you complete a short or long rest. Additionally, you regain 1 point of Bravery, up to your maximum, whenever you score a critical hit on an attack with your firearms, or if you reduce a creature's hit points to 0. Even if you reduce the hit points of a creature's health to 0 with a critical hit, you only recover 1 point of Bravery, not 2.

Some Ruse require your target to make a saving throw to resist the effects of this cantrip. The save CD is calculated as follows:


Tricks Shot DC = 8 + your proficiency bonus + your Dexterity modifier

Ruse: Bravado

At level 2, when making an attack with a firearm, you can perform this Ruse. You can spend a number of Bravery points to receive a bonus to your attack roll and damage equal to the Bravery points spent.

Artisan Gunsmith

At the 3rd level of Marksman, you receive Specialization with the Gunsmith Craft and also the second level in this Craft, exceeding the standard Craft level limit. Your evolution in this Office happens again at the 7th level of Marksman, when you receive the third level of the Craft, again at the 11th, 15th and 18th levels of Marksman, when you receive respectively the 4th, 5th and 6th level of the Craft.

Enhancement

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. By default , you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements from Chapter 5: Customization - Enhancements.

Extra Attack

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

Ruse: Runic Shot

Starting at 5th Level, you can concentrate your runic energy to use this Ruse, firing a shot at a specific region of the opponent's body, as long as the opponent has the region you wish to target. When attacking with your Astra, you can spend 1 Bravery point to add an additional effect based on the region targeted.

  • Arm. If it hits, the target must make a Strength saving throw. On a failure, the target will drop the item it is holding.
  • Head. If it hits, the target must perform a Constitution save. On a failure, the target has disadvantage on attack rolls until the start of its next turn.
  • Leg. If it hits, the target must make a Strength saving throw. On a failure, the target will be Prone. (This shot does not affect flying or gliding creatures.)
  • Torso. If it hits, the target must perform a Constitution save. On a failure, the target has disadvantage on saving throws and Strength and Dexterity checks until the start of its next turn.
  • Asa. If it hits, the target must perform a Constitution save. On a fail, the target will fall 60 feet taking fall damage if necessary. Creatures of Huge size or larger automatically succeed on this saving throw.

Gunpowder Baptism

At 7th level, you have studied the functioning of firearms so much that their mechanisms no longer have any secrets for you. Any firearm you use has its error reduced by 1. Additionally, weapons modified by you have its error reduced by 1 as long as they are not disadvantaged due to lack of maintenance and your Astra can have a second improvement of the Alloy or Barrel type.

Superior Bravado

Upon reaching level 9, when you use the Bravado characteristic, if you hit the attack, you recover half of the Bravery points spent and the damage caused by the characteristic is doubled.

Evasion

Also at 9th level, you can nimbly dodge certain area effects, such as the flaming breath of a hellish dragon or a spell glacial storm. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if it succeeds, and only half damage if it fails.

Ad Astra

At level 11, you acquire special knowledge of the Astra, being able to turn an additional weapon into an Astra and being able to use magical firearms like your Astra. The damage caused by your Astras is now considered magical.

Personal Talismans

Starting at 11th level, you can choose one of the following items as a Personal Talisman. Your chosen item grants you a unique bonus detailed below. If your talisman is destroyed or lost, you can choose another object that is similar to the previous one after a short rest with it, as if you were attuning to a magical item by transforming it into a talisman.

Acrobatic Brigantine (Desperado Only). The toll of rolling, ducking, dodging can be hard on the body. With this Brigantine you gain more mobility and stability to dodge. While you use the Acrobatic Brigantine you can add your Dexterity modifier to the reduction of your Dodge Roll trait.


Marksman Cape. While wearing this cape, you have advantage on Stealth rolls, if you have proficiency with this skill, you receive specialty.

Lucky Hat. He's been with you since the beginning, and no matter how many times you lose him, he always seems to find his way back to you. When you are hit by an attack, you can use your reaction to turn that attack into a miss. You can do this a number of times equal to half your long rest proficiency bonus.

Quality Cigar. No matter where you draw it, this cigar always gives you a calm moment of reflection. As an action, you can draw your Quality Cigar and recover half of your Wisdom modifier in Bravery points. You can do this a number of times equal to half your long rest proficiency bonus.

Tinker Glasses. The body shop always keeps you up late, and this pair of glasses is the tinker's best friend. While you use it, you have 60 feet of darkvision, you are also immune to the Blinded condition, and you have advantage on rolls with your Gunsmith Craft. Additionally, a number of times equal to half your long rest proficiency bonus, you can activate the goggles to see in magical darkness for 10 minutes.

Buttstock Extender (Ravasz Only). Having an extra resource is always useful, this stock extender allows you to store a spell in it, being able to fire it along with any attack action. To do this, you need to cast one of your spells and place it in the prolonger, spending mana points normally. This process takes one hour to complete. Stored magic dissipates after 24 hours or when cast. You can only store one spell at a time. The maximum level of spell that can be stored is a Cantrip at level 11, a 1st-level spell at level 13, a 2nd-level spell at level 15, and a 3rd-level spell at level 19.

Rambelt (Vanator Only). You never leave home without carrying enough ammunition for an army. This high-capacity leather sling carries it all for you. While you use the Rambelt, you are able to make modified ammunition (consuming its normal value) using an action. You can do this a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

Comfortable Overcoat. This old, worn overcoat has been his constant companion. Full of holes, torn in some places and never cleaned, it is just like you in many ways. While you wear your Comfortable Overcoat, you never make an ability check or saving throw with disadvantage.

Astra et Umbra

Starting at 14th level, you are able to extract the full potential of your Astras. You receive +1 on attack rolls made with them and the damage of your Astras increases by one category on the damage scale.

Cheat Death

At 15th level, when receiving an attack that would reduce you to 0 hit points but not kill you instantly, you can use your reaction and spend 2 Bravery points to have 1 hit point instead. If you use this feature again before taking a long rest, you must spend 3 additional Bravery points for each new use.

Well-connected

Starting at 18th level, some might swear you've received the Lady of Fortune's blessing. Before performing a save, you can choose to automatically succeed. You can use this feature a number of times equal to half your Wisdom modifier (minimum of 1) per long rest.

Indomitable Bravery

At 19th level, whenever you would regain 1 point of Bravery, you regain 2 points instead.

Trails

Marksman tend to be solitary, rarely forming pairs, let alone larger groups. For this reason, they end up having Trails, paths made intuitively that relate to the way they see the world and the skills necessary for their survival.

Atrnach Trail

Atrnach pushes its luck and laughs in the face of danger, fighting dangerously and always facing deadly situations face to face. Unlike other marksman who use their agility to avoid hand-to-hand combat, Atrnach seeks out these situations to surprise enemies.

Atrnach Style

When you choose this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:

  • Medium Weapons. When you choose this style, when you use weapons with the Scatter property on creatures within 5 feet of you, you add half your proficiency bonus to the damage dealt.
  • Bayonet. When you choose this style, you gain proficiency with Bayonets, the “Improper” feature does not apply to your use of these weapons, and you add your Proficiency bonus to critical damage on melee attacks. When attacking with your blade part you can choose between using your Strength or Dexterity, but when attacking with the gun part you must use Dexterity.

Facing Danger

At 1st level, you understand your instinct that helps you confront danger. You can take a Dash action as a bonus action, reducing an amount equal to your Wisdom modifier from all damage taken until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per short or long rest. When you reach 2nd level, you can spend 1 bravery point for additional uses of this feature.

Additionally, you gain proficiency with medium armor, and while you use firearms, the Dexterity limiter on that armor's AC increases to a value equal to your Wisdom modifier (minimum of 0).

Living in Danger

At 3rd level, living is dangerous enough, and you understand the risks. Once per round you can spend a Bravery point to reroll a failed attack, you must use the new value gained. Additionally, you now add your maximum bravery to your maximum hit points.

Furthermore, when using an Astra that has the dispersion or explosive property, you are able to control the area of effect, which can reduce the chances of hitting allies. Creatures you choose in the area of effect take the necessary saving throw to avoid damage with advantage and add a bonus equal to your Wisdom modifier to the roll.

At level 6, this bonus is doubled and at level 12 it is quadrupled. If successful, they receive no damage, if failed, they only receive half the damage caused.

Face to Slap

At 6th level, you learn that you make your luck. Using a bonus action, you can spend Bravery points to add 1d8 + your Marksman level in temporary hit points for every 2 Bravery points spent. Additionally, you receive an upgrade based on your style:

  • Medium Weapons. Your attacks with your Astra, with the Dispersion property, now cause additional damage equal to your proficiency bonus.
  • Bayonet. Your melee attacks with the Bayonet can now cause blade and shot damage in normal attacks, not just critical hits. You must declare that the attack is being made with both parts of the weapon, consuming ammunition normally.

All In

Starting at 10th level, you understand that whoever is in the rain is supposed to get wet. Once per round, when attacking with your Astra, if you are successful, you can spend 3 Bravery points for the attack to be considered a critical hit with its dice multiplier increased by 1 (this attack does not recover Bravery points) , when you do this your AC decreases by 2 until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

When you reach 13th level, you can make additional uses of this feature by spending 4 bravery points. Additionally, when you roll a natural 20, you can make a new attack.

Scratch

Starting at 13th level, your body is already so traumatized that it appears to move on its own to avoid harm. When you are the target of a successful attack, you can spend 3 Bravery points and negate the attack before the damage is rolled. You can do this a number of times equal to half your long rest proficiency bonus.

I Am Danger

At 17th level, you achieve a supernatural ability to survive deadly situations. Once per long rest, you have advantage on death saving throws. Once stabilized, you cannot use this feature again until you complete a long rest.

Deadman Walking

Once you reach 20th level, your opponents are dead, they just need to be reminded of it. You gain +4 to your Dexterity or Wisdom score of your choice, up to a maximum of 24. Additionally, you gain the greatest enhancement to your combat style:

  • Medium Weapons. Once per round when hitting a target within 5 feet of you with a firearm, you can spend 5 bravery points to cause the attack to count as a critical hit with its dice multiplier increased by 2 and deal your Marksman level as additional damage (this additional damage is not multiplied by the critical hit). If you roll a natural 20 on this hit, the multiplier increases by 3 instead of 2.
  • Bayonet. Every time you enter combat, your runic power acts on your entire nervous system, causing you to have a different perception of time, which seems to run more slowly. You can make up to 4 firearm attacks in a turn, for each attack that hits a different creature that turn, you deal your Marksman level as additional damage.

Desperado Trail

The Desperado fights with skill, cunning, and a quick trigger. In constant movement, his reflexes are superior, shaped to dodge fast shots through a strange premonition.

Desperado Style

When choosing this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1 (both your weapons, if you choose Akimbo). Your Astra should always be your style weapon:

  • Short Weapons. Applies to light firearms, you learn to use them masterfully using your second hand as support, increasing accuracy. When using a short firearm, you gain half your proficiency bonus to attack and damage rolls with those weapons.
  • Akimbo. Applies to light firearms, you use one in each of your two hands. You can use a bonus action to Attack with a light firearm. You can perform Astra's ritual on your second weapon, but it only receives half of Astra's proficiency bonus to damage.

Duelist

At 1st level, you understand the principles behind duels, knowing well how to avoid being hit. If you are not wearing any armor, when you take a Dash action you gain half your proficiency bonus as a bonus to your AC until the start of your next turn, an additional 10 feet of movement until the end of this turn, and an additional 5 feet of additional movement until the end of your next turn. Using this feature repeatedly only resets the bonus to +10, it does not stack.

Also at 1st level, when not wearing any armor or wielding a shield, you gain Unarmored Defense, your Armor Class will be 10 + your Dexterity modifier + your Wisdom modifier.

Quick Reflexes

From the 3rd level on this path, your body responds automatically to the presence of danger. You gain 10 feet of additional movement while you are unarmored or wearing light armor. Additionally, you can take the Dash or Disengage action as a bonus action.

Quick Draw

At 6th level, you have learned to keep your eyes open on your surroundings and your hand close to your weapon. You add your proficiency bonus to initiative rolls. When surprised, you can spend a Bravery point to make a single attack with a one-handed firearm.

Additionally, you can spend a number of Bravery points equal to the number of attacks you can make in a turn, to give an Overload of runic energy to your Astra or Astra pair, taking them beyond their its limits. During a round, all your attacks that land are considered critical hits, at the end of that round, the overloaded weapons break. Criticals caused by the use of this characteristic do not recover Bravery points.

Upon reaching the 11th level, instead of being broken, the weapon becomes unusable until maintenance is carried out, which takes one hour.

Dodge Roll

Starting at 10th level, you have learned to dodge ranged attacks. As long as you are on the ground and are hit by an attack from a source you can see beyond 10 feet of you, you can use your reaction to dodge, you must do this before you know the amount of damage taken. When you do this, you must use your speed, and if you move at least 5 feet, you reduce the damage taken by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you.

Itchy Finger

Itchy Finger Starting at 13th level, when you attack, you also attack. You can attack three times instead of two whenever you take the Attack action on your turn. Additionally, when performing an Overload your weapon just jams.

Improved Quick Draw

At 17th level, you are the first to fire, so you can survive. You have advantage on any initiative check and you cannot be surprised while you are conscious. Additionally, when executing an Overload your weapon does not change.

Diablero

Upon reaching 20th level, you receive the greatest enhancement to your combat style:

  • Short Weapons. Every time you enter combat, your runic power acts on your entire nervous system, causing you to have a different perception of time, which seems to run more slowly. You can make four attacks in one turn.
  • Akimbo. Adrenaline runs through your body naturally at all times. You are immune to slowing effects and every time you roll a natural 20 on an attack roll, you can take your attack action again, this effect can only happen once per round.

Ravasz Trail

All marksmen have Runic power, however, the Ravasz enhances this runic power through magic, casting spells that are fired through his shots. A dangerous and deadly combination.

Ravasz Style

When you choose this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:

  • Light. When you choose this style, your spell DC increases by an amount equal to your Dexterity modifier.
  • Averages. When you choose this style, your spells that affect an area receive an additional 5 feet. This bonus increases to 10 feet at 7th level Marksman and to 15 at 14th level Marksman.
  • Long. When you choose this style, your spells gain additional range equal to 5 x your proficiency bonus in feet (this does not affect personal range or touch spells).
  • Cannons. When you choose this style, your spells that deal damage receive your proficiency bonus + your Wisdom modifier for additional damage.

Spellcasting

Spellcasting Marksman
Level Cantrips
Known
Spells
Known
Mana
Points
Maximum
Spell Level
1st 2 - - -
2nd 2 - - -
3rd 2 3 4 1st
4th 2 4 6 -
5th 3 4 8 -
6th 3 4 9 -
7th 3 5 10 -
8th 3 6 13 2nd
9th 3 6 14 -
10th 4 7 15 -
11th 4 8 16 -
12th 4 8 17 -
13th 4 9 20 3rd
14th 4 10 21 -
15th 4 10 22 -
16th 4 11 23 -
17th 4 11 24 -
18th 4 11 25 -
19th 4 12 28 4th
20th 4 13 30 -

When you choose this Trail at 1st level, you learn to use runic essence to channel spells. See Chapter 10 for general spellcasting rules and the Marksman spell list.

Spell Lists

You gain access to the Marksman spell list. Through certain Heritages, Enhancements, or even through apprenticeship, you can learn new Spell Mysteries, granting you additional spell lists.

You cannot use another Class's spell list to learn or replace a spell when you level up in that Class.

Cantrips

You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips of your choice from these lists at higher levels, as shown in the Cantrips Known column of the Marksman Spellcaster table.

Mana

The Marksman Spellcaster table shows the amount of Mana points you have available to cast your spells. To cast a spell, you must spend an amount of Mana points corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Wisdom modifier in mana points when you complete a long rest and all your Mana points when you complete a full rest.

For example, if you want to cast the 1st level spell thunder wave you must spend 2 Mana points to cast it, but if you wish to cast it as a higher level spell, instead of 2 points, you must spend an amount of Mana points corresponding to the desired level, such as 3 points to cast it as a 2nd level spell or 5 to cast it at 3rd level.

1st Level and Higher Spells Known

At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to.

The Known Spells column in the Marksman Spellcaster table shows when you learn more spells from these lists, of your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown in the table. For example, when you reach 8th level in this Class, you can learn a new 1st- or 2nd-level spell.

Additionally, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level.

Spellcasting Attribute

Wisdom is your attribute for casting Marksman spells, as your magic comes from your attunement to your runic power. You use your Wisdom whenever a spell refers to your spellcasting attribute. Additionally, you use your Wisdom modifier to set the saving throw DC for the Marksman spells you cast and when you make an attack roll with a spell.

DC for your spells = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use your Astra as a focus for casting your Marksman spells.

Enchant Ammo

Starting at 3rd level, you become able to enchant your ammunition with your spells. To enchant an ammunition, you must cast the spell as you normally would, however, instead of the spell's effect being performed, the magic is channeled into the ammunition. You can only enchant ammunition with spells that deal damage.

An ammunition remains enchanted for 48 hours, until used or if it is 320 feet away from you for 8 hours. You always know which ammunition is enchanted and which spell is in it, as well as how long it lasts. This enchanted ammunition only works when fired by you through your Astra, if it is used by another person or another weapon, it acts like normal ammunition and loses its enchantment.

If you hit a creature with enchanted ammunition, it will receive normal damage from your weapon in addition to the effects of the magic present in the ammunition. If the spell in the ammunition requires a saving throw, the creature hit by the attack must do so with disadvantage, in addition, if the spell has an area effect, the area affected by the spell is centered on the creature hit by your attack. The maximum level of magic you can use to enchant ammunition and your enchanted ammunition limit depends on your level as a Marksman.

  • 3rd level. You can enchant up to 2 rounds of ammunition with Cantrips.
  • 8th level. You can enchant up to 2 pieces of ammunition with 1st level spells, in addition to the previous pieces of ammunition.
  • 13th level. You can enchant up to 2 pieces of ammunition with 2nd level spells, in addition to the previous pieces of ammunition.
  • 19th level. You can enchant up to 1 ammunition with 3rd-level spells, in addition to the previous ammunition.

Runic Shooter

Upon reaching 6th level, you become able to shape arcane energies through your Astra using your magical energy. At the start of your turn, you can perform one effect from the list below:

  • Chanel.When performing an Attack action with your Astra, you can spend 1 Bravery point to cast the Trick eldritch blast along with the attack. For each ray created by the spell beyond the 1st, you can direct it to the same target without the need for a new Attack roll, however, each additional ray has its damage reduced to 1d6.
  • Elemental. By spending 1 Mana point, until the start of your next turn, all your attacks made with your Astra now cause elemental damage. You must choose the type of damage caused according to an element you have access to. Additionally, at 11th level Marksman, this damage becomes magical.
  • Recharge. By spending 2 Mana points and 1 Bravery point, you make your Astra automatically charge itself to its maximum capacity with a spectral ammunition. This ammunition lasts for up to 10 minutes inside the weapon, dissipating if removed or 1 round after being fired.
  • Revitalization. Using an Attack, you can spend 2 Mana points and 1 Bravery point to create healing ammunition in your Astra. When a creature is hit by one of these munitions, it takes no damage, but rather recovers 3d8 + your Wisdom modifier in hit points. When warned, an ally may voluntarily be shot by this ammunition, causing their AC to be considered 10 for you. For each additional point of Mana, the target regains 1d8 additional hit points.
  • Lead Rain. When you cast a spell that deals damage in an area, you can spend 2 additional mana points and 4 Bravery points to channel the spell through your Astra. When you do this, targets hit by the spell also receive damage from your Astra.

Additionally, you can enchant additional ammunition with Cantrips, using your Enchant Ammunition class feature, in a number equal to your Wisdom modifier per long rest.

Ethereal Control

Once you reach 10th level, noticing the lines of magic becomes commonplace for you. You can cast the spells identify, invisibility, see invisibility and darkvision using 1 Bravery point instead of mana points.

Runic Trigger

Once you reach 13th level, channeling your runic essence through your astra is commonplace. Choose a 1st-level spell you know, you can use that spell as a bonus action.

Runic Mark

At 17th level, the spell's lines can be modified slightly by your ability. You can use a bonus action to cast an invisible mark on a creature you can see, this mark lasts until the creature is reduced to 0 hit points or until you use a bonus action to remove it, only one creature can be marked at a time. If you can no longer see the creature, this mark is undone. While the creature has this mark, your magic attacks made against it are made with advantage. You can do this once per long rest, and when you reach 19th level, you can spend 2 Bravery points for additional uses.

Infusion Master

Once you reach 20th level, imbuing magic into your Astra becomes as natural as firing it. Choose a 2nd level damage spell that you know, you must mark a runic glyph on your Astra. When making an attack with your Astra, you can spend 1 Bravery point and cast the spell without spending mana points. You can exchange this glyph once per long rest spending 1 hour of work.

Vanator Trail

The Vanator is an expert in terrain or distance, his styles reflect this, a marksman who knows how to take advantage of the distance between him and his opponents or has knowledge of the terrain and how to use his weapon to gain advantages in combat.

Vanator Style

When you choose this trail at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:

  • Long Weapons. Applies to long firearms. When using a long weapon, your normal range and maximum range increase by 50% and attacks made within your normal range have a bonus equal to half your proficiency bonus on your Attack rolls.
  • Cannons. Applies to cannon category firearms. The Strength value of these weapons is reduced by an amount equal to half your proficiency bonus and the explosive area may increase by 5 feet for you.

Fast Shot

At 1st level, your aim and trigger act in harmony. When you or an ally within 20 feet of you are targeted by an attack from a creature within your weapon's normal range that is at least 20 feet from you, you can use your reaction to make an attack against that creature.

In Sight

When you reach the 3rd level of this Path, your perception of combat is more refined. By spendiverng 1 Bray point, you can mark a target you can see, a mark that lasts until the end of combat or if you mark another target. You gain a +2 bonus to your attack and damage rolls against the marked target.

If your style is Long Weapons, when you successively hit an enemy twice with your Astra, your next attack adds your proficiency bonus + your Dexterity modifier to the damage. Additionally, once you reach level 10, you must only hit the enemy once before this bonus takes effect.

If your style is Cannons, you are able to control the explosion area of your Astras, reducing the chances of hitting allies. Creatures you choose in the blast area make the blast save with advantage and add a bonus equal to your Wisdom modifier to the roll. At level 6, this bonus is doubled and at level 12 it is quadrupled. On a success, they take no damage and on a failure, they only take half damage.

Sharp Eyes

When you reach level 6, your eyes are trained enough to look for certain signs. You gain proficiency in Investigation and Perception, if you already have proficiency in one of these skills, you gain specialty instead. Additionally, your attacks with your Astra now ignore half cover.

Master of Conditions

At 10th level, making the most of your situations and conditions is routine. You receive an upgrade based on your style:

  • Long Weapons. Using your Astra, when you score a critical hit or reduce a target's hit points to 0, you can surpass that target. You must make a new attack with disadvantage, against a target that is behind that target, in a straight line from you within range of your weapon, without having to expend new ammunition to do so. You can make this additional attack a number of times equal to your long rest proficiency bonus.
  • Cannons. When you land an attack with the cannon, the range of the explosion can increase by 5 feet and the CD for the explosion increases by a value equal to your Wisdom modifier.

Acrobatic Dodge

When you reach 13th level, you can perform an impressive acrobatic move to get out of your opponent's zone. You can now use the Disengage action using a bonus action. When you do this, you can make an Acrobatics check to make an attack against a target that you have left the attack area. If the test exceeds the target's AC, you make an attack against that target, if the roll is lower, you miss the shot, using up ammunition normally.

Master of Opportunity

Once you reach level 17, doing the most with little becomes routine for you. You have a new enhancement to your style:

  • Long Weapons. When executing a Runic Shot, if the target fails the save, you restore the spent Bravery point. If the attack is a critical attack, the target is also Stunned until the start of its next turn.
  • Cannons. Moving out of an opponent's reach no longer causes attacks of opportunity. Additionally, when you fail a saving throw, you can spend Bravery points to cover the necessary difference and force a success.

Reaper

Upon reaching 20th level, your shots are contracts signed by death. You receive the biggest enhancement to your combat style:

  • Long Weapons. When you hit an opponent with 100 health points or less, you can spend your Bravery points to deal a fatal blow. The target must succeed on a DC 8 Constitution saving throw + your proficiency bonus + your Wisdom modifier + the valor points spent. On a failure, the target dies. If successful, the target takes damage normally. If the target dies, you do not recover Shooter's Bravery, either by confirming a critical hit or dealing a fatal hit.
  • Cannons. When you hit a target with a style weapon, you receive a damage bonus equal to your Marksman level. You can use this bonus on only one attack per round.