Marksman

The Marksman archetype epitomizes the s kill and devotion it takes to become a paragon or long ranged warfare. Emulating the Marksman archetype means committing to the time and dedication it takes to perfect each and every shot you make.

Exceptional Range

When you take this feature at 3rd level, the distance of your weapons normal and long range is doubled. For example, the range or the longbow’s normal range becomes 300 feet, and its long range becomes 1200 feet.

Aimed Shot

At 3rd level, you can drop to a knee and take a moment to ensure a true shot. When you make your first attack on your turn, you can decide to make an Aimed Shot. Doing so gives you advantage on ranged weapon attacks during this turn, but gives you disadvantage on Dexterity saving throws and reduces your speed to 0 until the start of your next turn.

Hit the Mark

AI 7th level, even if you don’t always bypass your enemy’s armor, you always make the shot. When you fail an attack roll you still deal half of your weapon’s damage die, rounded down. You don’t add your ability modifier to the damage of this attack.

As the blow does not surpass the target’s armor, it is insufficient for the purposes of dealing additional damage from features like Sneak Attack or Hunter’s Mark.

Headshot

Beginning at 11th level, once per long rest you can use a Bonus Action to declare a Headshot. When you do, the next ranged attack you make is an automatic critical hit.

Spotter

At 15th level, you can choose to target a number of creatures with Hunter’s Mark equal to the level of the spell slot you cast it with. If more than one of the targets drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent tum of yours to mark new creatures.