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.

Aimed Shot
At 1st level, your ranged weapon attacks have been keenly honed to deal the most damage. At the beginning of your turn before you have taken any actions or used your speed, you can choose to reduce your speed to 0 this turn to gain a damage bonus to your ranged weapon attacks until the start of your next turn. The damage bonus starts as a d4, but increases in size as you gain levels in this class (see the Aimed Shot column of the Marksman feature table).

Unburdened Defence
At 1st level, while you are not wearing heavy armor, wielding a shield, or wielding a heavy or two-handed melee weapon, your AC becomes 10 + your Dexterity modifier + your Wisdom modidier (a minimum total of 10).

You do not gain the benefits of this feature if you are carrying more than your carrying capacity would allow. Your carrying capacity is determined by your Strength score x 15, or your DM.

Countershot
At 2nd level, your keen eye and precise aim allows you to protect yourself and others from ranged attacks. When you or a creature you can see within 30 feet of you are the target of a ranged attack that you can see, you can use your reaction to try and shoot the object or projectile out of the air. You make a ranged weapon attack roll. Compare your attack roll to the attack roll of the attacker. If your roll is equal to or higher than the attacker's roll, you shoot the attacker's projectile out of the air, causing it to miss regardless of its original attack roll. You cannot shoot an object out of the air if the object is more than two sizes larger than your ammunition. You can use this feature after an attack has been made, but before the outcome has been determined.

Evasive Attack
At 2nd level, you have learned a technique that allows you to defend against enemies that get close to you. As a bonus action, you can reach for an easily accessible object that can be held in one hand, such as an arrow in your quiver, a dagger on your belt, or another object that can be grabbed at a moments notice. If the object is a weapon, it must have the light property. You make a melee weapon attack against a creature within 5 feet of you. You can use your Strength or Dexterity for the attack and damage rolls of the attack. Regardless of what object you use to make this attack, it deals 1d4 of an appropriate damage type. On a hit, you can move 5 feet away from the target of your attack without provoking attacks of opportunity from it. As you move, you drop, sheathe, or stow the object you used to make the attack (your choice). You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.

Focus
At 2nd level, you have trained your mind to remain calm in the most dangerous of situations. When you roll for initiative, you also roll for focus points. You roll a d4 and add your Wisdom modifier to the result (a minimum total of 1), gaining focus points equal to the amount. This d4 increases in size as you gain levels in this class (see the Focus column of the Marksman Feature Table). After your first turn, you gain 1 focus point at the start of each of your turns until combat ends. Your focus points can never exceed 10, and any focus points gained over this amount are lost. Your focus points are reduced to 0 when combat ends. You can expend your focus points on the follow focus abilities.
 * Focused Aim: You can expend 2 focus points to gain advantage on your next ranged weapon attack this turn.
 * Focused Movement: You can expend 1 focus point to take the Dash, Disengage, or Hide action as a bonus action this turn.
 * Focused Sight: You can expend 1 focus point to make attacks at long range without suffering disadvantage on your ranged attack rolls this turn.

Marksman Training
At 3rd level, you can choose a branch of training to learn. Your choice grants you additional features at 3rd, 6th, 10th, and 14th level.
 * The Archer, a dedicated bowyer and master of accuracy.
 * The Explorer, a pathfinder and seeker of secrets.
 * The Extricator, a protective escort or a vicious eliminator.
 * The Machinist, a tinkerer with a knack for engineering.
 * The Oathguard, a learned practitioner of divine magic within a holy order.
 * The Strider, a watchful eye that strikes from the shadows.

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.

Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Momentum
At 7th level, when you roll a natural 20 on any d20 roll you gain 1 focus point.

High Ground
At 9th level, when you use the focused aim ability of your Focus feature and hit a target that it at least 10 feet lower in elevation than you when you take the shot, you gain 1 focus point. You gain the focus point after damage has been calculated and the outcome of your attack has been resolved.

Refocus
At 11th level, you can roll a dice to immediately gain focus points (no action required). The value if the dice is determined by the Focus column of the Marksman feature table. Once you have used this feature, you cannot use it again until you have finished a long rest.

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