Deepwood Sniper (5e Subclass)
From D&D Wiki
Deepwood Sniper[edit]
Ranger Conclave
An arrow flies from a high mountain aerie, unerringly striking a paladin's mount. Expecting only a flesh wound, the paladin is stunned to watch his companion of many adventures crumple to the earth. This unfortunate knight has trespassed into the domain of the deepwood sniper, and he may not make it out alive.
A deepwood sniper is patient, careful, quiet, and deadly accurate. She is a stealtly, long-range terminator whose arrows sail accurately from much longer ranges than those of other archers. In addition, she has magical abilities to help her shafts fly true.
Because of their alertness, dexterity, patience, and affinity for the bow, elves of almost any character class make excellent deepwood snipers. For a long time, elves would train only those of their own race in these techniques, but more recently some half-elves, Halflings, and humans have joined the ranks of the deepwood sniper.
- Deepwood Magic
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Deepwood Sniper Spells table. Each 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 | hunter's mark |
5th | magic weapon |
9th | haste |
13th | greater invisibility |
17th | hold monster |
- Take Aim
When you choose this archetype at 3rd level, you can carefully aim your shots against your opponents. If you haven't move on your turn, you can use your bonus action to give yourself advantage on your next ranged weapon attack. You can't move on your turn if you have used this feature.
- Keen Arrows
Also at 3rd level, your attacks with ranged weapons are specially precise. You score critical hits with ranged attacks on a roll of 19 or 20 on the d20. This increases to 18-20 at 11th level.
- Eagle Eyed
Starting at 3rd level, your ranged attacks have a normal range increased by 10 feet x your proficiency bonus, up to the long range. In addition, any cover other than total is reduced in one step: third cover becomes half cover and half cover is ignored.
- Skilled Poisoner
At 7th level, you have a great ability to coat your weapons in poison. You can coat your weapons in poison as a bonus action, instead of an action, and you use your Spell save DC for your poisons.
In addition, you gain proficiency with the poisoner's supply. While you have the poisoner's supply with you, you can spend a spell slot to concoct a magical poison on a empty vial you touch. The poison lasts for 8 hours after created. This poison ignore resistances and immunity to poison, retain its potency for 1 minute after applied and cause 1d8 poison damage, plus 1d8 per level of the spell slot.
- Consistent Aim
Starting at 11th level, once in each of your turns, you can reroll one ranged weapon attack you have just missed. You must use the new result.
- True Strike
At 15th level, when you fail an attack roll made with a ranged weapon, you can choose to hit instead.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after finishing a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses