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Daggerheart Marksman

The Marksman is a compatible class for the Daggerheart system, designed by Lky7, featuring two subclasses: Skirmisher and Stalker. Each subclass offers unique abilities and tactical advantages in combat, emphasizing mobility and precision. The document also includes character creation guidelines, suggested traits, weapons, and armor for players to customize their Marksman experience.

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Chris Haines
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0% found this document useful (0 votes)
42 views6 pages

Daggerheart Marksman

The Marksman is a compatible class for the Daggerheart system, designed by Lky7, featuring two subclasses: Skirmisher and Stalker. Each subclass offers unique abilities and tactical advantages in combat, emphasizing mobility and precision. The document also includes character creation guidelines, suggested traits, weapons, and armor for players to customize their Marksman experience.

Uploaded by

Chris Haines
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MARKSMAN

A DAGGERHEART™ COMPATIBLE CLASS


Designed, Illustrated and Written by Lky7
Version 1.1
04.06.2025

Credits & Legal


Marksman Class for Daggerheart
Created by Lky7 https://ko-fi.com/lky7
This product includes materials from the Daggerheart System Reference Document 1.0, Critical Role, LLC. under
the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at
https://www.daggerheart.com. There are no previous modifications by others.
This work is an original modification of the Daggerheart System Reference Document 1.0.
The Darrington Press Community Gaming License can be found at: https://darringtonpress.com/license/.
Darrington Press™™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used
with permission.
©Lky7 2025. All rights reserved.
Important Note: The Marksman class is compatible with the Daggerheart system. It is not an official Darrington
Press or Critical Role product, and its creation is not sponsored by, endorsed by, or associated with Darrington
Press or Critical Role.

Special thanks to Nebjen, Partyunger and Crazifang for their constant


support and invaluable insight.
Hey everyone! Thanks for checking out the Marksman class. I've poured
a lot of passion into carefully crafting it, and I'm really excited to share
it with you. I hope you have a blast playing it!

I'm definitely looking for feedback, so please be gentle but honest!


Whether you love it, have ideas for improvement, or spot something that
just doesn't quite work, I'd love to hear from you. Feel free to reach out
on my socials or Ko-fi (https://ko-fi.com/lky7). Your thoughts will help me
grow as a designer!

Reddit

KO-FI

BSky
MARKSMAN MARKSMAN SUBCLASSES
Choose either the Skirmisher or Stalker
Some Marksmen fight from afar, eliminating threats
subclass.
before they’re ever seen. Others rush the fray, using
speed and unpredictability to stay one step ahead.
Whether training in a disciplined regiment, learning SKIRMISHER--------------------------
through street-scarred experience, or forging their path
through relentless practice, Marksmen are more than Play the Skirmisher if you want to be a highly mobile,
mere sharpshooters—they are tacticians of the moment, opportunistic master of mid- to close-quarters combat.
battlefield artists who read the flow of combat like
music. They thrive in sync with others, especially their ■ FOUNDATION FEATURES
chosen Partner, moving as one unit through chaos, Gambit: Mark a Stress. You may move up to Close range
covering angles and turning every confrontation into a as part of your next action, then perform a maneuver on
carefully constructed advantage. a target within weapon range:
●​ Scatter Step: Force an adversary to retreat up to Close
DOMAINS distance away from you.
Bone & Blade ●​ Rebound: If you miss an attack, retarget another
adversary and repeat the attack.
●​ Feint: Distract or feint toward an adversary. The next
STARTING EVASION attack they make is at a disadvantage.
12
Follow Up: Once per scene, when a Partner within Very Close
STARTING HIT POINTS range successfully strikes an adversary, you may make a reaction
6 roll using a trait of your choice against the adversary’s Difficulty.
On a success, your Partner deals an additional Hit Point of
damage.
CLASS ITEMS
A sash of bone-carved tokens or a well-worn deck of
playing cards marked with a burn.
■ SPECIALIZATION FEATURE
Double Trouble: You may choose a second willing ally to become
a Partner for Team Up. Follow up may be used once per Partner.
MARKSMAN HOPE FEATURE
Expose Weakness: Spend 3 Hope. Mark a target On a Roll: After hitting an adversary at Very Close range, or after
within Far range. The target becomes temporarily you or a Partner incapacitates a foe, your next Gambit costs no
Vulnerable. Stress.

CLASS FEATURES ■ MASTERY FEATURE


Turning Point: Spend 3 Hope. During the GM’s Fear turn,
Team Up you may declare an action. You and the GM act
At the beginning of each session, choose a willing ally simultaneously.
as your Partner. While your Partner is within Far
range and you can see them, you gain:
●​ Idioglossia: You and your Partner share a silent,
instinctive coded language.
●​ Marked Quarry: Once per session, both you and
your Partner may mark a Stress to designate an
adversary within Close range of either. Until the
scene ends, both of you treat that target as one
range segment closer.
●​ Coordinated Strike: If you and your Partner
successfully hit the same target in quick
succession, the target becomes temporarily
Vulnerable.

Quick Draw
You may switch your equipped weapons at any time
without marking Stress.
STALKER----------------------------- BACKGROUND QUESTIONS………………….
Play the Stalker if you want to be a master of long-range Answer any of the following background questions. You can
precision and tactical positioning. also create your own questions.

■ FOUNDATION FEATURES ●​ What’s the story behind your signature weapon or tool?
Preparation: When you take time to scout, hide, or plan an Was it passed down, customized, or claimed from a
ambush, mark a Stress and declare a vantage point or hiding fallen foe?
spot you’ve secured. Until the scene ends: You may begin combat ●​ What’s one moment you wish you could undo—a strike
from that position if the fiction supports it. The first attack you you regret, or a hesitation that cost too much?
make from hiding gains advantage. ●​ Do you bear a scar from a close call? What happened,
and what did it teach you?
Cover Fire: If your Partner is marking Hit Points after being
attacked, mark a Stress to make a reaction roll using a trait of CONNECTIONS………..…….………………...…….
your choice within your weapon range against their adversaries’
Difficulty. Choose one effect on a success, or two if you critically
Ask your fellow players one of the following questions for
succeed:
their character to answer, or create your own questions.
●​ The severity of physical damage they take is
reduced by one threshold. ●​ Have you ever taken a hit for me—or watched me take
●​ You deal damage to the adversary equal to your one for you? What happened?
primary weapon’s damage. ●​ When did you realize I was the best/worst shot you’ve
●​ Your partner may immediately reposition. ever seen?
●​ Have we fought back-to-back before? What do you
■ SPECIALIZATION FEATURES remember about that moment?
Zero In: Gain a +1 bonus to hit attacks beyond Very Close
range.​

The Stalker’s Kit: Once per session, you can declare that you
prepared a specific tool or item in your Stalker’s Kit for the
current situation. Describe the item and how it fits within
the confines of a small, specialized bag (something that
could realistically be carried by a single person for a long
patrol).This item must be a mundane object, a unique tool,
or specialized ammunition/equipment that a stalker would
realistically carry or acquire for a mission. ​



|TIP Examples of what you might pull from your kit include:
Specialized Optics, Camouflage & Concealment Gear,
Breaching & Disabling Tools, Survival & Reconnaissance Gear,
Specialized Ammunition

■ MASTERY FEATURES
Impossible Shot: Spend 3 Hope. Make a ranged attack
against any target you have seen within the last minute.
This attack ignores line of sight, cover, and range
limitations.
Greetings, Marksman. As you embark on this journey, ■ Inventory
the choices you make here will define the very core of Take: a torch, 50 feet of rope, basic supplies,
your character. When distributing your starting and a handful of gold
modifiers (+2, +1, +1, 0, 0, -1) across your six core Then choose between:
traits – Agility, Strength, Finesse, Instinct, Presence, a Minor Health Potion OR
and Knowledge – remember that your choices should a Minor Stamina Potion
not only optimize your Marksman’s mechanical and either:
effectiveness but also reflect the kind of Marksman A sash of bone-carved tokens or
you want to be. a well-worn deck of playing cards marked with a
burn.

SKIRMISHER ■ Character Description


If you choose the Skirmisher, you are a master of Choose one (or more) from each line,
mid- to close-quarters combat. You effortlessly or write your own description.
maneuver, quick-draw, and unleash a flurry of Clothes that are: weathered, practical, tactical, worn,
relentless attacks. sharp, rugged
Eyes like: hawk, laser focus, distant storm, cold steel,
■ Suggested Trickshot Traits: burning embers
Presence: 0 Instinct: +1 Knowledge: 0 Body that’s: poised, still as stone, steady, quick,
Finesse: +2 Agility: +1 Strength: -1 unassuming, unwavering, shadow-slick
Skin the color of: sun-baked earth, polished wood, old
■ Suggested Primary Weapon: leather, cool stone, deep copper, ash and clay
Crossbow, Finesse Far, d6+1 phy, One-Handed Attitude like: a predator, a drawn bowstring, a walking
omen, a silent threat
■ Suggested Secondary Weapon:
Hand Crossbow, Finesse Far, d6+1 phy, One-Handed

■ Suggested Armor:
Leather Armor - Thresholds 6/13 - Score 3

STALKER
Should you choose the Stalker, you become a master of
distance, patience, and precision. Your power lies in
foresight—knowing where to strike, when to wait, and
how to end a conflict before it truly begins. Every attack
is deliberate, every position calculated.

■ Suggested Sniper Traits:


Knowledge: 0 Instinct: +1 Presence: 0
Finesse: +1 Agility: +2 Strength: -1

■ Suggested Primary Weapon:


Longbow, Agility Very Far, d8+3 phy, Two-Handed
Cumbersome: −1 to Finesse

■ Suggested Armor:
Gambeson Armor - Thresholds 5/11 - Score 3
Flexible: +1 Evasion

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