Legends of Tolria
The Galactic Game

Subclass Compendium · Gunslinger

Frontier Marksman

The lawman of the outer worlds. A sheriff, a marshal, or a bounty rider whose badge — official or claimed — is read at gun-distance.

Identity

Frontier Marksmen are the answer the outer worlds give to the absence of a court. They appear in the moss-covered townships of post-collapse Earth, in the dust harbors of the Free Belt, in the corporate-frontier mining colonies where Echelon contracts don't quite reach. Some carry Halcyion-issued marshal stars; many carry stars they made themselves and back with the speed of their draw. They are not duelists — they fight to end the question, not to test it — but they will give a man one chance to walk before they kill him, because the legend depends on the offer.

Features

  • L3 Vigilante's Mark

    As a bonus action, you can mark one creature you can see within Far range as your **Vigilante's Mark**. The mark lasts until the creature is reduced to 0 HP, you finish a long rest, or you mark a new target. While the mark is active: the marked creature is visible to you through partial cover and light obscurement; your firearm attacks against the mark deal an additional 1d6 damage of the weapon's type; and you have advantage on the first Wisdom (Survival) or Intelligence (Investigation) check you make in any 24-hour period to find or follow the mark. You can have only one Vigilante's Mark at a time.

  • L7 Quickdraw Reflex

    When a creature within Near range that you can see takes a hostile action against you or an ally within 30 ft of you — drawing a weapon, beginning a channel, calling for backup, raising a comms unit — you can use your reaction to make one firearm attack against that creature. If you have not yet acted in the current combat (or no combat has begun), this reaction does not require a turn to occur on; you act on the moment the threat resolves.

  • L11 Long Shadow

    Your reputation precedes the shot. You have advantage on firearm attack rolls against creatures at Far or Extreme range that have not yet taken a turn in the current combat, that are unaware of your presence, or that you have studied for at least 1 minute prior to the engagement. Additionally, you have advantage on Charisma (Intimidation) checks against creatures who recognize you by reputation or by description (your Vigilante's Mark history, your marshal badge, or wanted-poster identification, at GM discretion).

  • L15 Frontier Justice

    You carry the authority of the badge — claimed or granted — and the air around you knows it. As an action, you can declare a single creature within Near range to be **Called Out**: the creature must succeed on a Wisdom save against your Trick Shot DC or be **Frightened** of you for 1 minute, with a new save at the end of each of its turns. While Frightened by this effect, the creature cannot use the Dash action to move away from you and cannot make ranged attacks against you. Allies and bystanders within Near range who can see you gain a +2 morale bonus to AC against the Called Out creature's attacks until the effect ends.

  • L18 Lone Star

    You have become a fixture of frontier legend. Once per long rest, when you reduce a creature to 0 HP with a firearm attack and at least one other hostile creature within Near range can see the kill, each such observer must succeed on a Wisdom save against your Trick Shot DC or become Frightened of you until the end of their next turn and have disadvantage on the first attack roll they make against you in the next minute. Additionally, you can never be **Surprised** while you have at least one round in the chamber and a hand free to draw; the legend will not allow it.