Conclave of the Marksmen
Adapting their archery to perfection, Rangers under the conclave of the Marksmen are at their best when fighting their enemies from afar. Master of the bow, crossbow, or thrown weapons, these rangers naturally imbue their expert shots with their magic, allowing them to perform ranged feats otherwise impossible to perform.
Marksmen Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Marksmen Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3rd | Entangling Strike |
| 5th | Magic Weapon |
| 9th | Elemental Weapon |
| 13th | Fabricate |
| 17th | Holy Weapon |

Art by Karmacore!
Redirected Shot
When you take this Conclave at 3rd level, you have gained a magical bond with your ranged weaponry, allowing you to strike elsewhere when you would miss your original target. Once per turn, whenever you make a ranged weapon attack and miss, you can reroll the attack and choose a different creature within 30 feet of the original target to be the new target of your attack.
Counter Shot
At 3rd level, you can block ranged attacks heading your way with your own ranged attacks. Whenever you would be the target of a ranged attack, you can use your reaction to make a ranged weapon attack against your attacker. If your attack roll total would be higher than the attack roll total against you, that attack fails to hit you. Your attack roll also hits your attacker if it would normally hit them.
You can perform this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.
Expert Marksmen
Starting at 7th level, your senses are attuned to your surroundings, allowing you to detect your foes in hard conditions. Your ranged weapon attacks don't suffer disadvantage when attacking creatures that are prone, or creatures you cannot see, but they also can't gain advantage.
Armor Piercer
At 11th level, you can fire a shot that pierces through the toughest of barriers. Whenever you would make a ranged weapon attack, you can make it into a 1-foot wide line, its length the full range your weapon can shoot or be thrown. Roll the attack roll as normal, but you don't suffer disadvantage from attacking within long range, you ignore cover, and you ignore the AC benefits provided by nonmagical armor. This attack attempts to hit every creature within this line, passing through each creature's space on a hit or miss.
Repositioning Shot
At 15th level, you can teleport wherever your shots land. You can perform the following benefits once per long rest each.
- Whenever you would hit a creature with a ranged weapon attack, you can force them to make a Charisma saving throw. On a failed save, the two of you teleport and swap spaces.
- As a bonus action, choose a unoccupied space you can see within your weapons range. You teleport there.

