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.

MarksmanshipNon-spellcastingChargesSurvival

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0Bonus ActionAt-Will

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.

Tier 0ActionAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 1ReactionAt-Will

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.

Tier 1PassiveAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2Bonus ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ReactionAt-Will

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.

Tier 4Bonus ActionAt-Will

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.

Tier 5Bonus ActionAt-Will

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.

Tier 5PassiveAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ReactionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6Bonus ActionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6ReactionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7PassiveAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ReactionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 8Bonus ActionAt-Will

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.

Tier 8Action1/Long Rest

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.

Tier 8ReactionAt-Will

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.

Tier 9Action1/Long Rest

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.

Tier 9ActionAt-Will

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.

Tier 9PassiveAt-Will

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.

Tier 9ReactionAt-Will

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.

Tier 10Bonus ActionAt-Will

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.

Tier 10Action1/Long Rest

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.

Tier 10ReactionAt-Will

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.

Tier 10Action1/Ever

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.

Characters With This Aspect