You are a master in the use of your weapon. You have trained extensively with either the bow or the crossbow and, combined with your magic, you have learned to make it the deadliest weapon there is.
|Conclave versus just Marksman.|
The naming of this class takes the Ranger UA into account. This would mean that the extra attack option should be included on level 5. For convenience, it is left out here because if you take the normal ranger class and are unfamiliar with the UA one, that would be included in the base class.
|Marksman Conclave features|
|3rd||Ammunition Expert, Marskman’s Mark, Ranged Mastery|
Starting at 3rd level, your arrows or bolts becomes more deadly. Any bow or crossbow attack deals 1d8 damage, unless the normal damage is already higher. You can also reroll a result of 1 on the damage die of your prepared ammunition. You have to keep the new result, even if it is a 1 again.
In addition, you can apply one of the following effects on the first shot that hits during your turn with such a piece of ammunition:
- Cast the hunter’s mark spell without spending a bonus action or a spell slot and deal its additional damage immediately.
- The target must make a Strength saving throw against your spell or it is pushed back 10 feet.
- The target must make a Dexterity saving throw against your spell DC or it is knocked prone.
- The target must make a Wisdom saving throw against your spell DC or it has disadvantage on its next attack.
At 3rd level, you add the hunter’s mark spell to your spells known. It doesn’t count towards your maximum spells known.
At 3rd level, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a missile weapon. Also, you ignore all cover except total cover.
Beginning at 7th level, as an action and when using a bow or crossbow, you can make an attack and gain the following benefits:
- You gain advantage on the attack roll.
- You deal an additional number of D6s equal to one third of your level.
- Your score a critical hit on a 19 or a 20.
In addition, you can spend a bonus action to use the Hide action.
At 11th level, when you make a bow or crossbow attack and by spending a spell slot, you can transform the arrow or bolt into a hooked shot. You can do this once on your turn.
Your ammunition becomes a magical grappling hook with a weightless but very strong rope attached to it. The distance you can shoot the hook is equal to the spell slot used times 50 feet, but never more than the long range of your weapon. When the attack hits and the target is a creature, it is allowed a Dexterity saving throw against your spell DC. On a failed saving throw, the hook takes a hold until you have used one of the following options as part of the same shot.
You can then do one of the following things:
Move to Creature. You can use your move to cross the distance between you and a creature you hit. The creature must be of at least equal size to you. You provoke no opportunity attacks.
Move to Object. You can use your move to cross the distance between you and the object you hit. The object must be atleast as heavy as you are. You provoke no opportunity attacks.
Pull Creature. You can pull a creature that you hit towards you as long as it is no larger than your size. It is allowed a Strength saving throw against your spell DC to resist the effect. You pull it 20 feet towards you per level of the spell slot. If the creature is willing, it can spend its reaction to be pulled towards a space next to you.
Pull Object. You can pull an object that you hit towards you as long as it is no larger than your size. You pull it 20 feet towards you per level of the spell slot.
Swing. If your surrounding allow it, you can swing up to half the distance of the reach of your hooked shot instead of making a move action.
You cannot use your Careful Aim or Ammunition Expert feature in combination with this feature.
You gain a third attack if you use the attack action.
In addition, when taking the attack action, the first attack that hits deals an additional 2d6 of damage.