Marksman
Domain overview
The Marksman domain rewards patience and setup. Marksman users
trade attack roll bonuses for guaranteed damage effects, track
targets before engaging, and execute crippling finishers against
weakened enemies. In the PvZ frame, Marksman belongs to Peashooter
and Corn — plants who pick their shots carefully and make every
kernel count.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | First Strike |
The first time you attack any target this scene, gain +1 to the attack roll and +1d6 to your damage roll on a success.
The first time you attack any target this scene, gain +1 to the attack roll and +1d6 to your damage roll on a success. |
1 |
| 1 | Ability | Hunter's Eye |
You have advantage on all rolls to track creatures through any environment.
You have advantage on all rolls to track creatures through any environment. You can identify the number, size, and approximate speed of creatures that passed through an area within the last day without rolling. |
0 |
| 1 | Ability | Measured Shot |
Before making an attack roll, declare a Measured Shot — take -1 to the roll.
Before making an attack roll, declare a Measured Shot — take -1 to the roll. On a success, the target's Difficulty decreases by 2 until the end of your next action. |
0 |
| 2 | Ability | Dead Eye |
When you succeed on an attack roll against a target beyond Close range, clear 1 Stress.
When you succeed on an attack roll against a target beyond Close range, clear 1 Stress. Once per rest, when you hit a target that was Hidden or had cover, clear 2 Stress instead. |
0 |
| 2 | Ability | Sharpshooter |
Before making an attack roll, mark a Stress to take -2 to the roll.
Before making an attack roll, mark a Stress to take -2 to the roll. On a success, add +2d6 to your damage roll. |
1 |
| 3 | Ability | Armor Breaker |
When you succeed on an attack roll, your shot penetrates defensive layers.
When you succeed on an attack roll, your shot penetrates defensive layers. Until the end of the scene, the target's Difficulty decreases by 2, and attacks against them ignore any resistance they have to physical damage. |
2 |
| 3 | Ability | Pinpoint Strike |
When you critically succeed on an attack roll, instead of dealing critical damage, choose one: the target becomes temporarily Vulnerable; or the target becomes temporarily Restrained.
When you critically succeed on an attack roll, instead of dealing critical damage, choose one: the target becomes temporarily Vulnerable; or the target becomes temporarily Restrained. |
1 |
| 4 | Ability | Execution |
Once per rest, when you attack a target that is currently Vulnerable or Restrained, declare an Execution before rolling.
Once per rest, when you attack a target that is currently Vulnerable or Restrained, declare an Execution before rolling. On a success, deal maximum possible damage — every damage die counts as its highest value. On a critical success, the target must also mark 1 additional Hit Point. |
1 |
| 4 | Ability | Killshot |
Once per long rest, make an attack roll against a target within Very Far range.
Once per long rest, make an attack roll against a target within Very Far range. The attack deals your normal damage regardless of the roll's outcome. If the roll would have succeeded against the target's Difficulty, the target is also temporarily Vulnerable and Restrained. |
2 |
Domain cards

1
First Strike
The first time you attack any target this scene, gain +1 to the attack roll and +1d6 to your damage roll on a success.

1
Hunter's Eye
You have advantage on all rolls to track creatures through any environment. You can identify the number, size, and approximate speed of creatures that passed through an area within the last day without rolling.

1
Measured Shot
Before making an attack roll, declare a Measured Shot — take -1 to the roll. On a success, the target's Difficulty decreases by 2 until the end of your next action.

2
Dead Eye
When you succeed on an attack roll against a target beyond Close range, clear 1 Stress. Once per rest, when you hit a target that was Hidden or had cover, clear 2 Stress instead.

2
Sharpshooter
Before making an attack roll, mark a Stress to take -2 to the roll. On a success, add +2d6 to your damage roll.

3
Armor Breaker
When you succeed on an attack roll, your shot penetrates defensive layers. Until the end of the scene, the target's Difficulty decreases by 2, and attacks against them ignore any resistance they have to physical damage.

3
Pinpoint Strike
When you critically succeed on an attack roll, instead of dealing critical damage, choose one: the target becomes temporarily Vulnerable; or the target becomes temporarily Restrained.

4
Execution
Once per rest, when you attack a target that is currently Vulnerable or Restrained, declare an Execution before rolling. On a success, deal maximum possible damage — every damage die counts as its highest value. On a critical success, the target must also mark 1 additional Hit Point.

4
Killshot
Once per long rest, make an attack roll against a target within Very Far range. The attack deals your normal damage regardless of the roll's outcome. If the roll would have succeeded against the target's Difficulty, the target is also temporarily Vulnerable and Restrained.
Killshot
The Marksman domain rewards patience and setup. Marksman users
trade attack roll bonuses for guaranteed damage effects, track
targets before engaging, and execute crippling finishers against
weakened enemies. In the PvZ frame, Marksman belongs to Peashooter
and Corn — plants who pick their shots carefully and make every
kernel count.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Killshot Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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