Jsk Marksman

Core Statistics
Class Type: Martial

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Strength, Wisdom

Armour Proficiencies: Light Armour, Medium Armour, Shields

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: None

Skill Proficiencies
As a Marksman, you can choose 2 skills from the following list to become proficient with.
 * Athletics
 * History
 * Insight
 * Investigation
 * Perception
 * Stealth

Starting Equipment
As a Marksman, you roll 4d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Glintsight
At 1st level,.

Rune Weapon
At 1st level,.

Fighting Style
At 2nd level,.

Spellstrike
At 2nd level,.

Warp
At 2nd level,.

Path to Power
At 3rd level,. Your choice grants you additional features at 3rd, 6th, 10th, and 14th level.
 * The Arbelist
 * The Archer
 * The Machinist
 * The Oathbow

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.