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).

Unencumbered 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).

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.
 * Careful Aim: You can expend 2 focus points to gain advantage on your next ranged weapon attack this turn.
 * Cunning Plan: You can expend 1 focus point to take the Dash, Disengage, or Hide action as a bonus action this turn.
 * Long Shot: You can expend 1 focus point to make attacks at long range without suffering disadvantage on your ranged attack rolls this turn.

Spellstrike
At 2nd level,.

Rally
At 2nd level, the ebb and flow of combat sustains you. When you take damage, you start to rally until the start of your next turn (no action required). While you are rallying, you gain a rally dice each time you take damage, including from the triggering damage that caused you to begin rallying. Your rally dice is a d4. When your rally ends, you expend and roll all of your rally dice and gain temporary hit points equal to the result. These temporary hit points are lost when combat ends.

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.

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

Unknown
At 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unknown
At 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unknown
At 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unknown
At 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unknown
At 15th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unknown
At 17th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unknown
At 18th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.