Marksmen
Lv6: Gain +1 to an attack roll for every 25 feet you are from the target up to +5 bonus-- up to +10
Lv7: When a dice roll is max*¹ the dice explode and you can roll the dice again and add it to the total--reroll 1's once per roll
Lv8: Weapons no longer have an effective range
Lv9:
Lv10:
Lv11:
Lv12:
Lv13:
Lv14:
Lv15: AMPLIFY
Lv16: +8 to Stats + New Proficiency
Lv17:
Lv18:
Lv19:
Lv20:
*¹If a roll has multiple dice that add to a total you must have all dice to be max to trigger a reroll. When triggered you reroll all dice
Lv7: When a dice roll is max*¹ the dice explode and you can roll the dice again and add it to the total--reroll 1's once per roll
Lv8: Weapons no longer have an effective range
Lv9:
Lv10:
Lv11:
Lv12:
Lv13:
Lv14:
Lv15: AMPLIFY
Lv16: +8 to Stats + New Proficiency
Lv17:
Lv18:
Lv19:
Lv20:
*¹If a roll has multiple dice that add to a total you must have all dice to be max to trigger a reroll. When triggered you reroll all dice

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