Mystic Sharpshooter (5e Class)
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Mystic Sharpshooter[edit]
Mystic sharpshooters are trained in the art of glyph inscribing, a ancient magical art where they learn how to craft Arcane Stones, magical tokens marked with an arcane glyph, that serves as a fetish for the sharpshooter arcane power.
During combats, they wield specially prepared ranged weapons (often bows), with spaces reserved for these arcane stones; when a projectile is fired from the weapon, it is infused by the arcane energy contained inside the stones. Merging this magical power with great cunning and deadly precision, these sharpshooters are impressive foes that shall never be underestimated.
Bearers of the Third Eye[edit]
The first glyph learned by these sharpshooters is a special kind of divination glyph, a pattern called "The Third Eye" or the "Hawk's Eye". This third eye grants to the mystic sharpshooters an uncanny precision, responsible for their fame - or infamy - as lethal marksman.
Creating a Mystic Sharpshooter[edit]
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- Quick Build
You can make a Mystic Sharpshooter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom and Intelligence.
Class Features
As a Mystic Sharpshooter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Mystic Sharpshooter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mystic Sharpshooter level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial ranged weapons, firearms (if available in your campaign)
Tools: Calligrapher’s supplies, mason’s tools, woodcarver’s tools
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Nature, Perception, Religion, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial ranged weapon and 20 pieces of ammunition or (b) two simple weapons
- (a) a ranged simple weapon and 20 pieces of ammunition or (b) two melee simple weapons
- (a) dungeoneer's pack or (b) explorer's pack
- leather armor and mason's tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Arcane Stones, Third Eye |
2nd | +2 | Awakened Mind, Mythic Senses |
3rd | +2 | Mystical Tradition, Steady Aim |
4th | +2 | Ability Score Improvement |
5th | +3 | Sharpshooting |
6th | +3 | Quick Draw |
7th | +3 | Evasion |
8th | +3 | Ability Score Improvement |
9th | +4 | Archetype Feature |
10th | +4 | Superior Awakened Mind |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Archetype Feature |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Archetype Feature |
Arcane Stones[edit]
Beginning at 1st level, you learn how to inscribe glyphs onto tokens - usually resistant gemstones - to draw magical power from it.
- Learning Glyphs
You start by knowing the Divination Glyph and one additional Glyph of your choice. Your Glyph options are detailed at the end of the class description. You learn more as you gain levels in this class, as shown on the Glyphs Known column on the Mystic Sharpshooter table.
- Inscribing Arcane Stones
When you learn a glyph, you must inscribe it on a gemstone or another hard surface in order to use it, with a value no lower than 25 gp, creating the Arcane Stone. The Arcane Stone is considered a magical object.
- Attaching Arcane Stones
To use your Arcane Stones, you must first attach it to a ranged weapon you are proficient with. Each ranged weapon have space for two glyphs, and attempting to attach a third one will remove one of the previous two.
Attaching an Arcane Stone to a ranged weapon is a process that can be done during a short or long rest.
- Magic Shots
- Charged Shots
Each Stone has two charges, that become unavailable when used. Whenever you finish a long rest, you charge up your Arcane Stones, which grants you the ability to use its magical properties.
- Arcane Stones Save DC = 8 + your proficiency bonus + your Wisdom modifier.
Third Eye[edit]
Starting at 1st-level, you can use your Action draw the divinatory powers from your divination glyph to activate your third eye. While active, you gain the following benefits:
- You can see magical auras, as if you were under the effects of detect magic.
- You can see at a distance up to a mile, as if you were only within 100 feet of the location.
- You can't have Disadvantage on ranged weapon attacks for the duration.
- You can see in light or heavy obscured areas as if you were in a non-obscured area.
These effects last for 1 minute, or until you lose concentration (as if you were concentrating on a spell). Once you use this feature, you can't do it again until you finish a long rest.
Awakened Mind[edit]
Starting at 2nd level, as you open your senses for the arcane powers, your perception and awareness, from both mundane and mythical world, increases. You add your Wisdom modifier to your Intelligence (Arcana) checks.
In addition, you gain proficiency in Perception. If you are already proficient with it, you add twice your proficiency bonus on your Wisdom (Perception) checks.
Mythic Senses[edit]
Also at 2nd level, your perceptiveness is unparalleled. You can take the Search action using a bonus action. In addition, if you take the Search action while your Third Eye is open, you gain truesight up to a range of 60 feet until the end of your turn.
Mystical Tradition[edit]
You choose a tradition that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at...
Steady Aim[edit]
Starting at 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Sharpshooting[edit]
At 5th level, you can relentlessly attack your enemies with a volley of projectiles. When you take the Attack action and make a ranged weapon attack, you can attack twice, rather than once.
In addition, you can sacrifice speed for precision. If you use your Steady Aim feature, you can use your Action to make a single ranged weapon attack, that causes +3d6 damage on a hit.
Quick Draw[edit]
At 6th level, you can react immediately to danger. You gain a bonus to your Initiative equal to your Wisdom modifier.
In addition, you can't be surprised while conscious.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Superior Awakened Mind[edit]
At 10th level, you further develop your connection with your third eye. You can add your Wisdom modifier as a bonus to all your Intelligence checks.
In addition, you gain proficiency in Insight. If you are already proficient with it, you add twice your proficiency bonus on your Wisdom (Insight) checks.
Mystical Traditions[edit]
Arcane Tradition[edit]
- Bonus Proficiencies
Starting at 3rd level when you choose this tradition, you gain proficiency in Arcana. If you already have this proficiency, you can choose any other proficiency from the Mystic Sharpshooter class.
Divine Tradition[edit]
- Bonus Proficiencies
Starting at 3rd level when you choose this tradition, you gain proficiency in Religion. If you already have this proficiency, you can choose any other proficiency from the Mystic Sharpshooter class.
Eldritch Tradition[edit]
- Bonus Proficiencies
Starting at 3rd level when you choose this tradition, you gain proficiency in Investigation. If you already have this proficiency, you can choose any other proficiency from the Mystic Sharpshooter class.
Natural Tradition[edit]
- Bonus Proficiencies
Starting at 3rd level when you choose this tradition, you gain proficiency in Nature. If you already have this proficiency, you can choose any other proficiency from the Mystic Sharpshooter class.
Arcane Glyphs[edit]
Abjuration Glyph[edit]
- Magic Shot
Abjuration's magic shot causes no damage, but instead engulfs the target in a defensive field, granting it temporary hit points equal to the damage you would cause. These temporary hit points last until the end of your next turn.
- Guardian Stance
If you have this rune attached to your ranged weapon, you can use a bonus action to assume the guardian stance. While in this stance, you can make an opportunity attack against any creature you can see that enters your ranged weapon short range for the first time.
- Charged Shots
- Defensive Shot: As a reaction when you or another creature within your weapon's range are hit by a ranged attack, you can fire a shot against the attacker. Roll 2d10. The damage you take is reduced by the number rolled, and any value that exceeds that damage is taken by the attacker.
- Shielding Shot (5th level): As a reaction when a creature other than you is hit by an attack, you can make a ranged attack against the attacker. Hit or miss, you impose a -5 penalty to all attacks made by that creature until the end of your next turn (including the triggering attack).
- Anti-Magic Shot (9th level): As a reaction when a creature within range cast a spell, you can fire a shot against the caster. Make a ranged weapon attack against it. On a hit, the spell fails.
- Elemental Barrier Shot (13th level): As a reaction when you or a creature within range takes acid, cold, fire, lightning or thunder damage, you can fire a shot infused with abjuration magic, that creates an invisible barrier, causing all creatures within 10-foot radius of the point you targeted to gain resistance to that damage type (including the triggering damage) until the end of your next turn.
- Banishing Shot (17th level): As an action, you can attempt to banish a creature using an attack. When you hit a creature with this shot, the creature is sent to a harmless demiplane (in addition to the attack's normal effects). While there, the target is incapacitated. The target remains there for 1 minute or until you lose concentration (as if you were concentrating on a spell), at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Conjuration Glyph[edit]
- Magic Shot
Conjuration magic shot causes no damage. Instead, you can fire a shot towards a unoccupied space of your choice within 30 feet, creating a teleportation mark. Until the end of your next turn, if the space remains not occupied, you can use your bonus action to teleport towards the mark.
- Bonded Weapon
At the start of each of your turns, you can summon the weapon with the Arcane Stone attached without using an action. You can also use your bonus action to summon the weapon in which you attached the Arcane Stone, or to shun it into a demi-plane.
- Charged Shots
Divination Glyph[edit]
- Magic Shot
If you would make an attack with Disadvantage, this magic shot allows you to ignore the Disadvantage.
- Find Weaknesses
As a bonus action, choose one creature you can see within 60 feet. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. Once you use this ability, you can't do it again until you finish a short or a long rest.
- Charged Shots
Evocation Glyph[edit]
- Magic Shot
You can fire a shot made out of pure energy, that causes force damage. In addition, you ignore the ammunition property when using this magic shot.
- Explosive Shot
As an Action, you can choose a point within your ranged weapon's distance. All creatures within 5 feet of the chosen point must succeed on a Dexterity saving throw, or take force damage equal to the weapon's damage (without your ability modifier). The damage increases in +1d8 at 5th level, +2d8 at 11th level and +3d8 at 17th level.
- Charged Shots
Illusion Glyph[edit]
- Magic Shot
You fire a pair of pieces of ammunition: an illusory and a real one. If you miss the attack, the target must succeed on a Wisdom saving throw, or take psychic damage equal to your Wisdom modifier, as it is hit by the illusory projectile.
- Camouflage
As a bonus action, you can magically blend with the environment, becoming invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
Once you use this ability, you can't do it again until you finish a short or a long rest.
- Charged Shots
Necromancy Glyph[edit]
- Magic Shot
You can fire a projectile charged with necromantic power. You cause necrotic damage, rather than the usual damage type for your attack. A creature damaged by this attack can't regain hit points until the start of your next turn.
- Deathless
While wielding the weapon infused with this glyph, you don't need to sleep, drink, eat or breath. You also don't age during that time.
However, you gain an unsettling appearance, giving you disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks against humanoids.
- Charged Shots
- Deadly Shot
Transmutation Glyph[edit]
- Magic Shot
You become able to change the shape and material of the projectile. You can choose to fire silvered projectiles with the magic shot.
You can also choose the damage type of your shot between slashing, piercing or bludgeoning.
- Mutable Weapon
You can reshape the weapon in which this glyph is attached into any simple or martial weapon of your choice. You are considered proficient with the chosen weapon, and you can use your Dexterity modifier, rather than Strength, for attacks and damage rolls with it.
You can use any features limited to ranged weapons when using the mutable weapon, regardless of the chosen shape.
- Charged Shots
Acid Glyph[edit]
- Magic Shot
You coat your projectile in magic acid. The target takes acid damage, instead of the projectile normal damage. In addition, if the target have resistance to bludgeoning, piercing or slashing damage, it loses the resistance until the end of its next turn.
- Acidic Resistance
This glyph grants you resistance to acid damage. In addition, when you make a saving throw to reduce acid damage to half, you take no damage on a successful save, rather than half.
- Charged Shots
Cold Glyph[edit]
- Mystic Shot
You coat your projectile in magic ice. The target takes cold damage, instead of the projectile normal damage. In addition, the target has its movement speed reduced by 10 feet until the start of your next turn.
- Cold Resistance
This glyph grants you resistance to cold damage. In addition, when you make a saving throw to reduce cold damage to half, you take no damage on a successful save, rather than half.
- Charged Shots
Fire Glyph[edit]
- Mystic Shot
You coat your projectile in magic fire. The target takes fire damage, instead of the projectile normal damage. In addition, the target must succeed on a Dexterity saving throw at the start of its next turn, or take additional fire damage equal to your Wisdom modifier.
- Fire Resistance
This glyph grants you resistance to fire damage. In addition, when you make a saving throw to reduce fire damage to half, you take no damage on a successful save, rather than half.
- Charged Shots
- Searing Shot: When you hit a creature with your infused ranged weapon, you can spend one use of your charged shot to kindle the piece of ammunition. The target takes additional damage equal to an amount of d6 equal to a third of your Mystic Sharpshooter level (rounded down) and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.
- Dragon Shot (5th-level): As an Action, instead of making an attack, you can force all creatures in a 15-foot cone to make a Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much on a success.
- Explosive Shot (9th-level):
Lightning Glyph[edit]
- Mystic Shot
You coat your projectile in magic lightning. The target takes lightning damage, instead of the projectile normal damage. In addition, the target can't take reactions until the start of your next turn.
A target wearing metal armor have disadvantage on its next Attack Roll, Ability Check, or Saving Throw.
- Lightning Resistance
This glyph grants you resistance to lightning damage. In addition, when you make a saving throw to reduce lightning damage to half, you take no damage on a successful save, rather than half.
- Charged Shots
Thunder Glyph[edit]
- Mystic Shot
You coat your projectile in magic thunder. The target takes thunder damage, instead of the projectile normal damage. In addition, the target is pushed 10 feet back and is deafened until the end of its next turn.
- Thunder Resistance
This glyph grants you resistance to thunder damage. In addition, when you make a saving throw to reduce thunder damage to half, you take no damage on a successful save, rather than half.
- Charged Shots
Poison Glyph[edit]
- Mystic Shot
You coat your projectile in magic poison. The target takes poison damage, instead of the projectile normal damage. On a critical hit, the target is also poisoned until the end of your next turn.
- Poison Resistance
This glyph grants you resistance to poison damage. In addition, when you make a saving throw to reduce poison damage to half, you take no damage on a successful save, rather than half.
- Charged Shots
- Venomous Shot: When you hit a creature with your mystic shot, you can spend a charged shot to cause the creature to be poisoned until the end of your next turn. At 5th level, you also cause additional 1d8 poison damage with this attack, 2d8 at 9th, 3d8 at 13th and 4d8 at 17th level.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Sniper class, you must meet these prerequisites: Dexterity 13, Wisdom 13.
Proficiencies. When you multiclass into the soldier class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons, firearms, and 1 skill from the class skill list
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