Aspect Codex
Marksmanship
Marksmanship is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Marksmanship defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Steady Aim
Until the start of your next turn, the next ranged weapon attack you make ignores half cover and gains a bonus to the attack roll equal to 1d4.
Quick Shot
Make one ranged weapon attack. On a hit, add your WIS modifier to the damage roll if the target is within the weapon’s normal range.
Hunter's Mark
Mark one creature you can see within range as your quarry. Until the effect ends, you deal an extra 1d6 force damage to the target whenever you hit it with an attack roll, and you have advantage on WIS checks made to find it. If the target drops to 0 hit points, you may move the mark to another creature you can see within range as a bonus action.
Called Shot
Make one ranged weapon attack. On a hit, the target takes normal weapon damage and must make a CON save or have disadvantage on the next attack roll it makes before the end of its next turn.
Snap Aim
When a creature you can see within your weapon’s normal range moves at least 10 ft., make one ranged weapon attack against it. On a hit, reduce the target’s speed by 10 ft. until the end of the turn.
Rangefinder
You ignore disadvantage imposed by long range on ranged weapon attacks within 150 ft., and you have advantage on WIS (Perception) checks made to spot distant creatures or hidden shooters.
Cordon of Arrows
Touch up to four nonmagical arrows, bolts, darts, or similar ammunition and plant them in your space. Whenever a creature other than you enters within 30 ft. of the ammunition for the first time on a turn or ends its turn there, one piece flies up to strike it. The creature must make a DEX save or take 2d4 piercing damage. You may designate creatures the effect ignores.
Piercing Line
Make one ranged weapon attack. On a hit, the target takes normal weapon damage and one creature directly behind it within 10 ft. must make a DEX save, taking damage equal to your WIS modifier plus your proficiency bonus on a failed save.
Cover Breaker
Until the end of your turn, your ranged weapon attacks ignore half cover and three-quarters cover. If a target has total cover from a fragile object no more than 1 inch thick, your attack can damage that cover normally.
Spray of Cards
Spray a cone of spectral cards, knives, or shots. Creatures in the cone must make a DEX save, taking 11 (2d10) force damage and becoming blinded until the end of their next turn on a failed save, or half damage with no blindness on a success.
Flame Arrows
Touch a quiver, case, pouch, or bandolier holding ammunition. The next twelve pieces of ammunition drawn from it deal an extra 1d6 fire damage on a hit, then lose the effect whether they hit or miss.
Pinning Shot
Make one ranged weapon attack. On a hit, the target takes normal weapon damage and must make a STR save or have speed 0 until the start of your next turn. A flying target that fails descends 30 ft. safely and cannot fly again until the effect ends.
Ricochet Shot
Make one ranged weapon attack that can bend around one visible hard surface, corner, or shield within range. The attack ignores cover from that surface. On a hit, add your WIS modifier to the damage roll.
Suppressing Fire
Choose a 10-ft. radius area within your weapon’s normal range. Until the start of your next turn, the area is threatened. The first hostile creature that moves, attacks, or uses a power there must make a DEX save, taking 18 (4d8) weapon damage on a failed save, or half as much on a success.
Shadow Arrow
Make a ranged weapon or power attack against one creature within range. On a hit, the target takes 14 (4d6) psychic damage and must make a WIS save or be unable to see anything farther than 5 ft. away until the start of your next turn.
Disarming Shot
Make one ranged weapon attack against a creature holding an object. On a hit, the target takes normal weapon damage and must make a STR save or drop one object of your choice that it is holding. The object lands up to 10 ft. from the target in a space you choose.
Deadeye Guard
When a creature you can see within range is hit by an attack, make a ranged weapon attack against the attacker if it is within your weapon’s normal range. On a hit, reduce the triggering damage by 4d8 + your WIS modifier.
Marked Weakness
Choose one creature marked by your Hunter’s Mark or hit by your ranged weapon attack this turn. Until the effect ends, the first time each round you hit the target with a ranged weapon attack, it takes extra damage equal to your WIS modifier and cannot take reactions until the start of its next turn.
Swift Quiver
When you use this power and as a bonus action on later turns, make two attacks with a weapon that fires arrows, bolts, bullets, cards, or similar ammunition. The power creates the needed ammunition, which vanishes after it hits or misses.
Far Shot
Your ranged weapon attacks ignore disadvantage from long range, and your weapon’s normal and long ranges both increase by 50 percent. You ignore half cover with ranged weapon attacks.
Explosive Shot
Make one ranged weapon attack. On a hit, the target takes normal weapon damage, and creatures of your choice within 10 ft. of it must make a DEX save, taking 27 (6d8) force damage on a failed save, or half as much on a success.
Counter-Sniper
When a creature you can see makes a ranged attack from within your weapon’s normal range, make one ranged weapon attack against it. On a hit, the triggering attack has disadvantage, and the attacker takes extra damage equal to your WIS modifier.
Volley
Choose any number of creatures in a 10-ft. radius area within your weapon’s normal range. Make one ranged weapon attack against each chosen target. You must have or create ammunition for each attack.
Sure Shot
The next ranged weapon attack you make before the start of your next turn has advantage, ignores cover less than total cover, and scores a critical hit on a roll of 19 or 20.
Staggering Shot
Make one ranged weapon attack. On a hit, the target takes normal weapon damage plus 31 (7d8) force damage and must make a CON save or be stunned until the start of your next turn.
Archer's Evasion
When you are targeted by an attack or forced to make a DEX save, move up to half your speed without provoking opportunity attacks. If this movement takes you behind cover or out of the area, you gain +2 AC against the attack or advantage on the save.
Impossible Angle
Make one ranged weapon attack against a creature you can perceive within range. The shot can bend around corners, pass through openings as narrow as 1 inch, and ignore all cover except a sealed barrier. On a hit, add 44 (8d10) force damage.
Marksmanship Dominion
Your Marksmanship powers ignore resistance to force damage. Once per turn when you hit a creature with a ranged weapon attack, add your WIS modifier to the damage roll if you had advantage or the target was marked by you.
Mass Pin
Choose up to six creatures within your weapon’s normal range. Each target must make a STR save, taking 22 (4d10) piercing or force damage and having speed 0 until the start of your next turn on a failed save, or half damage with no speed reduction on a success.
Perfect Intercept
When a projectile, thrown weapon, ray, or line effect passes within your weapon’s normal range, make a ranged weapon attack against it. If your attack roll equals or exceeds the triggering attack roll or save DC, the triggering effect is deflected and misses one target of your choice.
Rain of Arrows
Choose a 40-ft. radius area within range. Creatures of your choice in the area must make a DEX save, taking 55 (10d10) piercing or force damage on a failed save, or half as much on a success. A creature marked by you has disadvantage on the save.
Deadeye Trance
For the duration, you have advantage on ranged weapon attacks, ignore all cover except total cover, and your ranged weapon attacks deal extra force damage equal to your WIS modifier once per turn.
True Target
Mark one creature you can see or one creature whose precise trail you have studied for at least 1 minute. Until the effect ends, you know the target’s direction while on the same plane, your ranged attacks against it ignore disadvantage from range, and the first hit you score against it each round deals extra force damage equal to 4d8 + your WIS modifier.
Impossible Cover
When a creature you can see within range is hit by an attack, fire or throw a shot that splits the line of impact. Reduce the damage by 8d8 + your WIS modifier. If this reduces the damage to 0, the protected creature may move 10 ft. without provoking opportunity attacks.
Arrow of Slaying
Make one ranged weapon attack against a creature marked by you or studied for at least 1 minute. On a hit, the target takes normal weapon damage plus 66 (12d10) force damage. If this reduces the target to 50 hit points or fewer, it must make a CON save or drop to 0 hit points.
Omnidirectional Volley
Choose up to twelve creatures you can see within range. Make one ranged weapon attack against each target. You ignore long-range disadvantage and all cover except total cover for these attacks.
Worldscope
You can clearly perceive targets up to 1 mile away that are not behind total cover, and weather does not impose disadvantage on your ranged weapon attacks. Your Marksmanship powers ignore force resistance.
Fate-Seeking Shot
When you miss with a ranged weapon attack, reroll the attack. If the target is marked by you, make the reroll with advantage. On a hit, add your WIS modifier to the damage roll.
Perfect Aim
For the duration, your ranged weapon attacks ignore disadvantage, ignore all cover except total cover, score critical hits on 18–20, and deal extra force damage equal to 2d8 once per turn.
Absolute Shot
Make one ranged weapon attack against a creature you can see. The attack ignores range limits, disadvantage, cover less than total cover, and resistance to its damage. On a hit, the target takes normal weapon damage plus 88 (16d10) force damage and must make a CON save or be stunned until the end of its next turn.
Unerring Interdiction
When a creature you can see attacks, moves, teleports, or uses a power, make one ranged weapon attack against it. On a hit, the triggering event fails unless the target succeeds on a CON save, and the target takes normal weapon damage plus 55 (10d10) force damage.
Shot Heard Around the World
Name one creature on the same plane that you have seen, marked, wounded, or tracked. Make one ranged weapon attack as if the creature were within normal range and visible. The GM may require a story condition for the shot to find its target. On a hit, the target takes normal weapon damage plus 110 (20d10) force damage, and every creature of your choice within 30 ft. of it takes 55 (10d10) thunder damage.