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The Marksman, A 5th Edition Rogue Archetype
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The Marksman, A 5th Edition Rogue Archetype



"Spotting and downing their prey from extreme distances, Marksmen rouges specialize in the long range kill. A Marksman specializes in single-attack kills, spending hours setting up for the perfect shot to maximize accuracy and damage."

Well, not hours. This archetype allows for a sniper role-play of the rouge class with specific abilities on a point system that help make a limited number of highly accurate and powerful ranged weapon attacks.

-play-tested and peer reviewed for game balance

Update - Mar.28th, 2016. - Clarification on using Sneak Attack with Head Shot

Update - Feb.11th, 2019. - Edit to penalty incured by Headshot. Edit to wording and to damage dealt by Follow Through.

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Discussions (7)
Customer avatar
Colin V February 11, 2019 2:22 pm UTC
Hi everyone, sorry for the long absence. Life happened and content publishing/updating had to take a backseat there for a bit. Anyway, I appreciate the feedback and hope everyone has enjoyed using this product. It has recently been changed to $1 price tag and I hope that the last couple tweaks make that worth while for new buyers. I understand this is not for everyone and that some people feel it is over-powered. To the former, thank you for taking the time to try it. To the latter, well, maybe? It is more powerful than official content, certainly. But it is also intended for a more cut-throat style play. If it were in danger of being allowed into league play I would nerf it. A lot. But as that is not likely to ever happen, have fun with your over powered abilities, just make room for the other players in the spot light. :)
Customer avatar
ALASTAIR R August 22, 2018 9:09 pm UTC
Hi, I have a question about the techniques, how many can you use per turn/action/attack?
Customer avatar
Colin V February 11, 2019 2:23 pm UTC
Stack them to your hearts content. Just keep an eye on how many scout points you have left. :)
Customer avatar
George L August 14, 2018 10:35 pm UTC
I like the mechanics regarding the use of scout points, but wouldn't this archetype be better suited for a ranger or fighter? It's combat-oriented and would have better synergy with those classes' extra attack feature and archery fighting styles. Plus, I think we need a spell-less variant to the arcane archer that's strictly martial based.

For a roguish flavored sniper I'd build it around throwing knives, blowguns, or other concealable type weapons, since they would be more practical for a class specializing more in support than direct combat. I see a lot of these subclasses trying to "combatize" the rogue and I think it's generally a mistake. The rogue's strong suit is utility not combat, so I would buff that
instead. Maybe make it where they could impose disadvantage to enemies attacks or saves somehow when attacking with concealed weapons. Maybe buffing their initiative and letting them draw weapons as a free action? I've always thought of a rogue as more of someone who supports...See more
Customer avatar
Pikes Philip G September 04, 2017 2:34 pm UTC
Hello. I hope you're still active. I have a question about the Head-Shot technique when you say add the Ability Modifier twice do you mean the modifier for the attack roll, the damage or both?
Customer avatar
Colin V February 11, 2019 2:24 pm UTC
That was a mistake. should have been ability modifier for damage, not the attack. Fixed in latest update.
Customer avatar
Colin V February 11, 2019 2:25 pm UTC
Just damage. I think it should be more clear in the latest version.
Customer avatar
Laurence R December 03, 2016 8:41 pm UTC
I'm confused about the superior striking feature at 13th level.

It says that if the target is reduced to 10hp of 0 it drops to 0. Does that mean the target needs to be reduced to 10hp or lower? I'm worried this wouldn't be balanced for all encounters. Perhaps the ability would scale better if it referred to creatures you reduced to 15% of their total health (rounded up) or lower, it's an autokill.

If you were intending for lower hit point creatures to become more trivial, and high hit point bosses to be autokilled when there's only a tiny bit remaining for convenience I understand the way the feature is presented, I'd just like to clarify that I understand you right.
Customer avatar
Colin V December 08, 2016 2:23 pm UTC
Just reviewed your suggestions with my co-writer. We like your thinking and one mechanical flaw was made apparent, but on the whole kept it the same. File has been updated and you can see the changes yourself. Basically, it has to hit for the effect to go off, & it's 10 hp so that you don't wind up with a big attack leaving your target alive with just a handful of hp. Thank you for the feedback!
Customer avatar
Alex R March 22, 2016 3:25 am UTC
A problem I'm seeing right away with headshot is that Sneak Attack states that you can't have disadvantage on your roll to gain it, and headshot gives you disadvantage. My guess of course would be that the intent is you still would get sneak attack using this feature, but I'm just saying by writing it wouldn't seem to pan out correctly. Also, double sneak attack damage is extreeeeeeeeeeemely powerful. You can very easily one shot enemies.
Customer avatar
Colin V March 28, 2016 10:58 pm UTC
Took your advice into consideration. Latest update should balance it a bit. Thanks for the note!
Customer avatar
George K March 21, 2016 8:44 pm UTC
Surely you mean "rogue", not "rouge"?
Customer avatar
Colin V March 22, 2016 12:14 am UTC
Woops! Idk how that got through so many rounds of editing! lol
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File Last Updated:
February 11, 2019
This title was added to our catalog on March 21, 2016.