Marksman
A Ranger Archetype of single-shot precision with two-handed ranged weapons, adding extended range bands, a silent shot, a Vowed Quarry, immunity to weather penalties, and an Apex Shot.
Identity
The Marksman is the Ranger Archetype of the long shot. Marksmen are solar-archers initiated on outer parapets, long-rifle Rangers who patrol frontier ridgelines, and ancestral hunters who carry a composite bow alongside a coil-rifle because both wear the same shoulder. The Archetype rewards one prepared shot over any volume of fire.
Features
- L3 Extended Range
When you wield a ranged weapon with the two-handed property (a bow, a crossbow, a coil-rifle, or a sniper-rated firearm), its range bands extend one step at normal accuracy. You ignore half cover with such weapons, and you have advantage on Wisdom (Perception) checks made to see at a distance, whether by naked eye, scope, or other optical aid. You suffer no penalty from dim light at any range.
- L7 Silent Shot
When you hit a creature with a ranged weapon attack while you are Hidden from that creature, the shot does not automatically break your stealth. Make a Stealth check with advantage against the passive Perception of any creature within Close range of you, and on a success you remain Hidden. If the attack reduces the target to 0 hit points, the shot makes no sound audible beyond 10 feet. Creatures allied with the target and within 5 feet of it can still see the body fall.
- L11 Vowed Quarry
As a bonus action, you can expend one Ranger spell slot to mark a creature you can see within Long range as your Vowed Quarry. The mark lasts up to 1 hour, until the quarry is reduced to 0 hit points, or until you mark another creature as your Vowed Quarry. While the mark lasts, the quarry has disadvantage on all attack rolls against creatures other than you, and your ranged attacks against it deal an extra 1d8 damage. If the quarry uses Dash, Disengage, or a movement spell effect to break line of sight from you, you can use your reaction to make one ranged weapon attack against it before line of sight breaks.
- L15 Wind-Reader
Your ranged weapon attacks have no disadvantage from adverse environmental conditions such as wind, rain, fog, dust, low-pressure atmosphere, partial obscurement up to light obscurement, or recoil-disturbing terrain. Total cover, total obscurement (darkness against which your other senses fail), and being Blinded still impose their normal penalties. Your ranged weapon attacks ignore three-quarters cover. If you spend 1 minute observing a target before making a single attack against it, you add your Wisdom modifier to the attack roll and the damage roll of that one shot.
- L18 Apex Marksman Capstone
Once on each of your turns, when you make a ranged weapon attack, you can declare it your Apex Shot. The attack is made with advantage, scores a critical hit on a roll of 18 to 20, and on a hit deals an extra 4d10 damage of the weapon's type. You can use Apex Shot a number of times equal to your Wisdom modifier per long rest. Once per long rest, you can use your Vowed Quarry feature without expending a spell slot. You can sustain two Vowed Quarries at once: one tracks and one is the active target, and you choose at the start of each of your turns which is which.