Frontier Marksman

A Gunslinger Specialty of lawmen and vigilantes with a long-range Mark, a reaction firearm attack, advantage on long shots and fear effects that follow a kill or a call-out.

Identity

The Frontier Marksman is the Gunslinger Specialty that fills in where there is no court. Marksmen appear in the moss-covered townships of post-collapse Earth, in the dust harbors of the Free Belt, and in the mining colonies where corporate contracts do not quite reach. Some wear issued marshal stars. Many wear stars they made themselves and back with the speed of their draw, and they give a target one chance to walk before they shoot, because the offer has to be made in front of witnesses.

Features

  • L3 Vigilante's Mark

    As a bonus action, you can mark one creature you can see within Long range as your Vigilante's Mark. The mark lasts until the creature is reduced to 0 hit points, you finish a long rest or you mark a new target. While the mark is active, you can see the marked creature through partial cover and light obscurement. Your firearm attacks against it deal an additional 1d6 damage of the weapon's type. You also have advantage on the first Wisdom (Survival) or Intelligence (Investigation) check you make in any 24-hour period to find or follow it. You can have only one Vigilante's Mark at a time.

  • L7 Quickdraw Reflex

    When a creature you can see within Close range takes a hostile action against you or an ally within 30 feet of you, such as drawing a weapon, beginning a spell, calling for backup or raising a comms unit, you can use your reaction to make one firearm attack against that creature. If you have not yet acted in the current combat, or no combat has begun, you can take this reaction even though you have not had a turn. You make the attack as the threat resolves.

  • L11 Long Range Advantage

    You have advantage on firearm attack rolls against creatures at Long or Extreme range that meet any of these conditions: they have not yet taken a turn in the current combat, they are unaware of you, or you have studied them for at least 1 minute before the engagement. You also have advantage on Charisma (Intimidation) checks against creatures that recognize you by reputation or description, such as through your Vigilante's Mark history, your marshal badge or a wanted poster. The GM decides what counts.

  • L15 Frontier Justice

    As an action, you can declare one creature within Close range to be Called Out. The creature must succeed on a Wisdom saving throw against your Trick Shot DC or be Frightened of you for 1 minute, repeating the save at the end of each of its turns. While Frightened by this effect, the creature cannot take the Dash action to move away from you and cannot make ranged attacks against you. Allies and bystanders within Close range who can see you gain a +2 morale bonus to AC against attacks from the Called Out creature until the effect ends.

  • L18 Witnessed Kill Capstone

    Once per long rest, when you reduce a creature to 0 hit points with a firearm attack and at least one other hostile creature within Close range can see it happen, each such observer must succeed on a Wisdom saving throw against your Trick Shot DC or be Frightened of you until the end of its next turn and have disadvantage on the first attack roll it makes against you in the next minute. In addition, you cannot be Surprised while you have at least one round in the chamber and a hand free to draw.