Marksman

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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.

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

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

Higher Level Features

Level 2

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

 

Marksman Tips & Builds

  • Note 1
  • Note 2

 

 

Classes and Subclasses
Battle Domain  ♦  Builds  ♦  Champion  ♦  Child of the Rift  ♦  Circle of Balance  ♦  Circle of the Kindred Spirit  ♦  Circle of the Land  ♦  Circle of Winds  ♦  College of Heroism  ♦  College of Hope  ♦  College of Lore  ♦  College of Tradition  ♦  Commander  ♦  Court Mage  ♦  Darkweaver  ♦  Draconic Bloodline  ♦  Elemental (Fire)  ♦  Elemental (Ice)  ♦  Elemental (Lightning)  ♦  Greenmage  ♦  Haunted Soul  ♦  Hoodlum  ♦  Hunter  ♦  Insight Domain  ♦  Law Domain  ♦  Life Domain  ♦  Loremaster  ♦  Mana Painter  ♦  Mischief Domain  ♦  Mountaineer  ♦  Oath of Devotion  ♦  Oath of Judgment  ♦  Oath of the Motherland  ♦  Oath of Tirmar  ♦  Oblivion Domain  ♦  Path of Claw  ♦  Path of the Berserker  ♦  Path of the Magebane  ♦  Path of the Stone  ♦  Shadow Tamer  ♦  Shadowcaster  ♦  Shock Arcanist  ♦  Spellblade  ♦  Sun Domain  ♦  Swift Blade  ♦  The Fiend  ♦  The Hive  ♦  The Timekeeper  ♦  The Tree  ♦  Thief  ♦  Way of Freedom  ♦  Way of Light  ♦  Way of Survival  ♦  Way of the Open Hand

 




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    • 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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