Marksman Ranger

From the shadows of dense forests to the ramparts of besieged fortresses, the Marksman Ranger stands as a silent sentinel. With an unerring eye and nerves of steel, you deliver death from afar—long before the enemy knows they’ve been marked.


Masters of precision and battlefield control, Marksman Rangers use trick shots and supernatural focus to pin, scatter, or disable their foes. Each arrow carries purpose, every draw of the string a deadly promise.

Marksman Ranger Features By Level

Code copied to clipboard!
Careful Eyes
1st Level Feature
You excel at picking out hidden enemies and other threats. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

You can take the Search action as a bonus action, and if successful, you have advantage on your attack rolls against that target until the start of your next turn.
Topple
Code copied to clipboard!
Topple
3rd Level Feature
If you hit a creature with a weapon attack, you can force the creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature has the Prone condition.

In addition, you have advantage on prone targets instead of disadvantage when using a bow.
Empowered Shot
Code copied to clipboard!
Empowered Shot
6th Level Feature
Once per turn when you fire a bow as part of the Attack action, you can apply one of the following options to that arrow:
  • Bursting Arrow: Deals an extra 2d6 force damage to the target and all creatures within 10 ft of it.
  • Enchanted Arrow: The target takes an extra 2d6 psychic damage and must succeed on a Wisdom saving throw or be charmed by an ally within 30 feet until the start of your next turn.
  • Enfeebling Arrow: Deals an extra 2d6 necrotic damage and forces a Constitution save. On failure, the target deals half damage with attacks until your next turn.
  • Piercing Arrow: Fires an ethereal arrow in a 30 ft line, ignoring cover. Each creature in the line must make a Dexterity saving throw or take normal damage + 2d6 piercing damage, half on success.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a short or long rest. The arrow damage increases to 4d6 at level 18.
Steady Aim
Code copied to clipboard!
Steady Aim
10th Level Feature
If you haven't moved during this turn, you gain a +2 bonus on your attack rolls, and your attacks ignore half and three-quarters cover. However, your speed becomes 0 until the end of the current turn.
Curved Arrow
Code copied to clipboard!
Curved Arrow
14th Level Feature
You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Phantom Volley
Code copied to clipboard!
Phantom Volley
19th Level Feature
When you take the Attack action on your turn and make at least one attack with a bow, you can unleash a barrage of ethereal arrows. Choose a number of creatures up to your Wisdom modifier that you can see within your weapon’s range; make a separate ranged attack roll against each of them, dealing normal damage on a hit.

This special volley ignores cover and does not require additional ammunition. You can use this feature a number of times equal to your proficiency bonus per long rest.

Share by: