TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Marksman 
  Prerequisite: Archery fighting style  
  The archetypical marksmen is patient, observant, and, most 
  importantly, his shots always find their mark. You are well-
  practiced with your bow and a variety of thrown weapons, 
  and can pull of trick shots that are as astounding as they are 
  deadly. In addition, you have a cavalcade of inventive and 
  dangerous trick arrows that transform your feats of 
  accuracy into well-placed tactical weapons. 
  Ranged Superiority 
  When you choose this archetype at 3rd level, you learn to 
  use trick arrows that are fueled by special dice called 
  superiority dice. 
       Trick Arrows. You learn to craft and use three trick 
  arrows of your choice, which are detailed below. Only one 
  trick arrow can be fired on each of your turns. 
       You learn to use an additional trick arrow at 7th, 10th, 
  and 15th level. Each time you learn to use a new arrow, you 
  can also replace one arrow you already know with a 
  different one. 
       Superiority Dice. You have six superiority dice, which 
  are d8s. A superiority die is expended when you use it. You 
  regain all of your expended superiority dice when you 
  finish a short or long rest. 
       You gain another superiority die at 7th level and one 
  more at 15th level. 
       Saving Throws. Some of your trick arrows require your 
  target to make a saving throw to resist the arrow's effects. 
  The saving throw DC is calculated as follows: 
  Trick arrow save DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice) 
  Eagle Eye 
  At 3rd level, you can see better from far away. You gain 
  proficiency in in the Perception skill, if you did not have it 
  already, and you can add twice your proficiency modifier to 
  Wisdom (Perception) checks you make that rely on sight. 
  Vantage Point 
  By 7th level, you can quickly scale walls to gain a perch 
  above your foes. Climbing no longer costs you extra 
  movement. In addition, by climbing at half speed, you can 
  climb up difficult surfaces (such as vertical walls) without 
  making an ability check. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Improved Ranged Superiority 
  At 10th level, your superiority dice turn into d10s. At 18th 
  level, they turn into d12s. 
  Relentless 
  Starting at 15th level, when you roll initiative and have no 
  superiority dice remaining, you regain one superiority die. 
  Trick Arrows 
  These trick arrows are presented in alphabetical order. 
       Boxing Glove Arrow. When you take the Attack action 
  on your turn to make a ranged weapon attack, you can 
  expend a superiority die to fire a boxing glove arrow. You 
  add the superiority die to the attack’s damage roll. A 
  boxing glove arrow deals bludgeoning damage, rather than 
  piercing damage, and, if its target is Large or smaller, 
  pushes it 10 feet away from you on a hit. On a critical hit, 
  this target is stunned until the beginning of your next turn. 
  If you reduce a creature to zero hit points using this arrow, 
  the creature is simply knocked unconscious. 
       Grappling Hook Arrow. When you take the Attack 
  action on your turn to make a ranged weapon attack, you 
  can expend a superiority die to fire a grappling hook arrow. 
  If you use this arrow to target an empty space within 60 
  feet, you can move directly to that space as part of this 
  attack. If you use this arrow to target a creature that is 
  Large or smaller, you add the superiority die to the attack’s 
  damage roll and the target is pulled up to 10 feet toward 
  you.  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Explosive Arrow. When you take the Attack action on 
  your turn to make a ranged weapon attack, you can expend 
  a superiority die to fire an explosive arrow. An explosive 
  arrow deals fire damage instead of piercing damage, and 
  you add the superiority die to the attack’s damage roll. On a 
  hit, each creature adjacent to the target must make a 
  Dexterity saving throw or take half the damage dealt. 
       Frost Arrow. When you take the Attack action on your 
  turn to make a ranged weapon attack, you can expend a 
  superiority die to fire a frost arrow. A frost arrow deals cold 
  damage instead of piercing damage, and you add the 
  superiority die to the attack’s damage roll. On a hit, the 
  target must make a Constitution saving throw. On a failed 
  save, it can't make more than one melee or ranged attack 
  until the start of your next turn. 
       Glue Arrow. When you take the Attack action on your 
  turn to make a ranged weapon attack, you can expend a 
  superiority die to fire a glue arrow. A glue arrow deals no 
  damage, but its target is temporarily glued to the ground 
  and can't move. At the end of each of its turns, an affected 
  creature can attempt a Strength saving throw to break free 
  of the glue and move freely. 
       Scatter Arrow. When you take the Attack action on your 
  turn to make a ranged weapon attack, you can expend a 
  superiority die to fire a scatter arrow. A scatter arrow 
  separates into separate projectiles which can fall in a 
  volley. Make a ranged attack against any number of 
  creatures within 10 feet of a point you can see within your 
  weapon’s range. You don’t add your ability score modifier 
  damage rolls with a scatter arrow, unless that modifier is 
  negative. 
       Shock Arrow. When you take the Attack action on your 
  turn to make a ranged weapon attack, you can expend a 
  superiority die to fire a shock arrow. A shock arrow deals 
  lightning damage instead of piercing damage, and you add 
  the superiority die to the attack’s damage roll. On a hit, the 
  target must make a Constitution saving throw. On a failed 
  save, the target can use either an action or a bonus action 
  on its turn, not both, and it cannot take reactions. This 
  effect lasts until the start of your next turn. 
       Smoke Bomb Arrow. When you take the Attack action 
  on your turn to make a ranged weapon attack, you can 
  expend a superiority die to fire a smoke bomb arrow. A 
  smoke bomb arrow deals no damage, but creates a 20-foot-
  radius sphere of fog. The sphere spreads around corners, 
  and its area is heavily obscured. It lasts a number of rounds 
  equal to the superiority die's roll or until a wind of 
  moderate or greater speed (at least 10 miles per hour) 
  disperses it. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Marksman.pdf