Marksman |
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Subclass Features |
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♦ Level 3Additional ProficienciesHerbalism Kit or Poisoner's Kit. Reaction ShotWhen a visible opponent 2 cells or more from you attacks you with a ranged weapon or a spell, you can use your reaction to take a shot after the triggering attack. ♦ Level 7RecyclerYou can craft arrows every time you take a short or long rest. Step BackWhen you are within melee range of an enemy creature, you can use your bonus action to move one cell without provoking opportunity attacks, and gain advantage on your next attack with a ranged weapon this turn. |
Marksman is a Subclass in Solasta: Crown of the Magister. Marksman is a subclass of the Ranger Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
Marksmen are experts with a bow, inheriting techniques developed by the elite high elven troops of the Manacalon Empire. They are among the deadliest ranged combatants on Solasta.
Marksman Information
Marksman Subclass Features
Level 3
- Additional Proficiencies: Herbalism Kit or Poisoner's Kit.
- Reaction Shot: When a visible opponent 2 cells or more from you attacks you with a ranged weapon or a spell, you can use your reaction to take a shot after the triggering attack.
Level 7
- Recycler: You can craft arrows every time you take a short or long rest.
- Step Back: When you are within melee range of an enemy creature, you can use your bonus action to move one cell without provoking opportunity attacks, and gain advantage on your next attack with a ranged weapon this turn.
Ranger Initial Features
- Strength, Dexterity Saving Throw Proficiencies
- Ranger Armor Proficiencies: Light Armor, Medium Armor, Shield.
- Ranger Weapon Proficiencies: Simple Weapons, Martial Weapons.
- Favored Enemy: Gain an advantage on ability checks towards a creature type, and additional damage against it equal to your knowledge level.
- Natural Explorer: You are adept at living and traveling in a certain type of terrain.
Higher Level Features
Level 2
- +8 Hit Points
- Gain one additional hit die
- Fighting Style: Choose a Fighting Style as a specialty.
- Ranger Spellcasting: Can cast spells from the Ranger Spells list.
Level 3
- +8 Hit Points
- Choose one Spell
- Unlock Spell Slot
- Gain one additional hit die
- Primeval Awareness: Detects the presence of certain creature types in the location.
- Ranger Archetypes: Select a Ranger Archetype that will guide you in your travels.
Level 4
- +8 Hit Points
- Gain one additional hit die
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 5
- +9 Hit Points
- Gain one additional hit die
- Save DC is increases to 12
- Choose a Level 1 or 2 Spell
- Spell Attack is increased to +4
- +3 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
- Extra Attack: You can attack one more time, per combat turn, when you use the attack or shove actions.
Level 6
- +9 Hit Points
- Gain one additional hit die
- Natural Explorer: You are adept at living and traveling in a certain type of terrain.
- Favored Enemy: Gain an advantage on ability checks towards a creature type, and additional damage against it equal to your knowledge level.
Level 7
- +9 Hit Points
- Gain one additional hit die
- Unlock Ranger Subclass Feature
- Additional Spell Slot and choose one Spell
Level 8
- +9 Hit Points
- Gain one additional hit die
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 9
- +10 Hit Points
- Save DC is increases to 13
- Gain one additional hit die
- Spell Attack is increased to +5
- Gains access to Level 3 Spells
- Unlocks an additional spell slot
- +4 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
Level 10
- +10 Hit Points
- Gain one additional hit die
- Natural Explorer: You are adept at living and traveling in a certain type of terrain.
- Hide in Plain Sight: You can spend 1 minute creating camouflage for yourself. Once camoufalged, you gain +10 DEX (Stealth) while you are standing against a wall. You have to restart the camouflage every time you rest or move to another location.
Ranger Starting Equipment
- Leather Armor or Scale Mail
- x2 Shortsword or Javelin & Dagger
- Longbow & x20 Arrow or Shortbow & x20 Arrow
- Dungeoneer's Pack or Explorer's Pack
Marksman Tips & Builds
- Note 1
- Note 2
I played a Hunter in one of my play throughs. But if you lacked a Rogue, then you could pick the Low Life background to gain proficiency in Theives Tools. Then at Level 3, you will gain the Additional Proficiencies: Herbalism Kit or Poisoner's Kit. This is very playable as a skill monkey Ranger and you can always stat the other party members for DPS. The Shadow Tamer ranger archetype seems very situational.
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+10
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