Planar Sniper, Variant (5e Class)

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Planar Sniper

UNDER CONSTRUCTION

You are a Planar Sniper. A being that through some means, has bonded with a Rifle of the Planes.This unique weapon allows you to perform feats that few believe possible by harnessing the power of the Planes of Reality themselves. This power is focused in your Rifle, and is initially dormant. As the bearer of the Rifle gains more power, more elements of that individual Rifle of the Planes emerge.

Creating a Planar Sniper

Before creating your Planar Sniper, ask your self a few questions first. How did your character come into contact with their Rifle of the Planes? Was it looted treasure from an adventure? A family heirloom passed down as a decoration? Or was it stolen from a rich nobleman or some important figure?

Quick Build

You can make a Planar Sniper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal background.

Class Features

As a Planar Sniper you gain the following class features.

Hit Points

Hit Dice: 1d8 per Planar Sniper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Planar Sniper level after 1st

Proficiencies

Armor: Light
Weapons: Simple, Rifle of the Planes
Tools: Thieves' Tools
Saving Throws: Dexterity and Wisdom
Skills: Choose 3 from: Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Rifle of the Planes
  • (a) a shortsword or (b) two daggers
  • (a) a burglar's pack or (b) an explorer's pack
  • Leather armor, thieves' tools
  • If you are using starting wealth, you have Alternatively, you may start with 3d4x10 and a Rifle of the Planes in funds.

Table: The Planar Sniper

Level Proficiency
Bonus
Features
1st +2 Rifle of the Planes, Planar Scope Upgrade
2nd +2 Sniper's Shot
3rd +2 Rifle's Aim, Planar Barrel Upgrade
4th +2 Ability Score Improvement
5th +3 Planar Visor, Planar Visor Upgrade
6th +3 Aim Feature
7th +3 Planar Magazine Upgrade
8th +3 Ability Score Improvement
9th +4 Planar Connection Upgrade
10th +4 Aim Feature
11th +4 Planar Stock Upgrade
12th +4 Ability Score Improvement
13th +5 Planar Loading Upgrade
14th +5 Aim Feature
15th +5 Planar Bipod Upgrade
16th +5 Ability Score Improvement
17th +6 Planar Merge Upgrade
18th +6 Aim Feature
19th +6 Ability Score Improvement
20th +6 Reap What You Sow

Rifle of the Planes

Starting at 1st Level you gain the Rifle of the Planes, which has the following statistics.

Weapon - Rifle of the Planes

Damage - 1d10 Piercing

Weight - 16lbs

Properties - Ammunition, Heavy, Range, Special

Range - |150/600ft| >=150ft Effective Range (Normal Roll) | >150 - <600ft Long Distance Range (Disadvantage) | >600ft Impossible.

Ammo - 3 Magazine Carry Capacity, 10 shots per standard mag, 5 shots per special mag.

Special Effect - On a critical hit the bullet that you have fired will return back to the magazine.

You automatically have proficiency in the Rifle, and add your Dexterity modifier to its damage.

The Rifle's damage increases to 2d10 at 8th level, and 3d10 at 17th level.

Starting at 6th level, your Rifle of the Planes shots count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.

Sniper's Precision

Starting at 1st level you gain a number of Precision Points listed below, these Precision Points may be used to enhance specific special abilities, actions or trick shots. As an action you may spend a number of precision points to make a targeted shot at a specific part of the body with your Rifle. Each part has different effects as shown below. To fire a certain shot, the target must have at least one of the associated body parts. You regain 1 precision Point for each creature you kill, 2 points for a critical hit, or you regain all Precision Points after you've completed a Long Rest

  • Your Precision Point Total = Dexterity + Proficiency Bonus

BOOM! Headshot! (Head) - DC 15 Dexterity check [3 Points] - Make a ranged attack against your target. On a failed save the target is blinded for 1 minute and takes your weapon damage. On a successful save the target is not blinded and takes half damage.

Oops, Butterfingers! (Hands) - DC 15 Dexterity check [2 Points] - Make a ranged attack against your target. On a failed save the target drops their weapon and gains disadvantage on their next 2 attack action rolls. On a successful save the target does not drop their weapon but suffers disadvantage on their next attack roll.

Twinkle Toes (Foot) - DC 15 Dexterity check [2 Points] - Make a ranged attack roll against your target. On a failed save the targets speed becomes 0 until their next turn. On a successful save the target loses half their movement speed.

Pack a Punch! (Chest) - DC 15 Dexterity check [3 Points] - Make a ranged attack roll against your target. On a failed save the target is pushed back 15ft and falls prone. On a successful save the target is only pushed back 15ft.

Planar Scope Attachments

At 2nd level, you may select a Planar Scope Upgrade. Planar Upgrades are how you determine the abilities of your rifle. Once a scope is chosen, it is permanently attached to your rifle and cannot be removed. While time progresses with your knowledge of the planes, your scope shifts and morphs with experience gaining additional properties at higher levels.

KX 4-1A Hybrid Thermal Dynamics - Your scope highlights sources of heat out half your effective range. This effect does not work through obstacles. Creatures under the effects of invisibility show up under the scope as distorted heat signatures rendering you unable to determine their true form. At higher levels the range and clarity your scope picks up heat signatures increases as follows; Rifle's effective range and invisible creatures no longer appear distorted [6th level], Maximum Rifle Range and you are able to determine the type of creature it is.[13th level]

Snapshot Spyder RX-2C Hybrid CQB - If an enemy moves within 20ft of your current position, you may make a ranged attack against it as a reaction. While looking through the alternate side scope, ranged attacks you make within 20 feet do not impose disadvantage. At higher levels the reaction range of your scope increases as follows; 40ft reaction range [6th level]. 60ft reaction range. [13th level]

Cybertech NS-2A Prototype - Your scope allows you to see the heartbeat of living creature through objects and walls up to 60ft away using sonic pulses. Does not work on constructs, undead, or creatures without a pulse. At higher levels the heartbeat vibrations increase as follows; Vibrations extend allowing you to hear what they are talking about from the vibrations of their speech [6th level]. Vibrations from movements allow you to see outlines of what they are wearing or carrying and their immediate surroundings through echo location [13th Level].

QRX Enigma Stalker - Your scope allows you to mark a single creature with an invisible marker only you can see as a bonus action within 60ft. While marked you know the exact distance and direction of the creature up to 3000ft. The mark lasts for 10min and is removed when the creature dies or if you mark another creature. Marked creatures cannot be marked again for 24hrs. At higher levels the magic mark increases as follows; The duration of the mark increases to 1hr and transfers to another target within 60ft after the creature dies, additionally the distance is increased to 1mile [6th Level]. The duration of the mark lasts indefinitely, additionally you know what plane of existence they are on at all times and their current location [13th level].

The Snipers Path

At 3rd level, you choose a path to seek specialization in. Choose between Aim of the Marksman, Aim of the Assassin, and Aim of the One, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.

Planar Barrel Attachments

At 3rd level you may choose a barrel to upgrade your Planar Sniper Rifle with. Through your career and deciding factor of missions you are presented with different barrels to assist in your objectives, each one much more different than the last. Barrels may be swapped out once you have learned the Planar Reconfiguration Skill.

Jaeger Prototype P-1A Ricochet - Shots you fire ricochet off hard surfaces to hit additional targets. When you hit a creature or object with your ranged attack, make an attack roll against another target or object within 15ft. If the first target is an object, the target takes the full damage from your shot, otherwise if it's a creature then it takes half the total damage.

Dalion MK3 Corkscrew - Shots you fire have increased range due to the severely twisted internal rifling. Double the range of your Planar Sniper Rifle, you no longer have disadvantage on long distance shots past your effective range. Additionally your rifle damage is increased by 1 damage die, (1d10>1d12 etc)

Makai T2A Rainbow - Shots you fire are turned into a damage type of your choice from the following; Force, Radiant, Necrotic, Fire, Cold, Thunder, Lightning, Acid, Poison, Psychic, Bludgeoning, or Slashing

Hyperion S-29 Void Suppressor - Shots you fire become subsonic and no longer make any audible noise further than 10ft from your position. Your rifle's effective/maximum range is reduced by half and your damage is reduce by 1 die (1d10>1d8, etc). Shooting while hiding does not reveal your position to the enemy, however if an enemy is within 10ft they may make a perception check against your stealth to discover you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may choose to forgo increasing your ability scores and choose a feat instead,

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Planar Visor

At 7th level, your connection to your Rifle, and thus to the Planes it is connected to, has deepened. This connection has reached sufficient depth to unlock the Rifle's companion, the Realm Visor. The Visor appears to be a black helmet that fully encloses the head, with a clear pane on the front. From the outside, this pane appears to be opaque, and of a color chosen by the wearer. The Visor may be freely worn and removed by the wearer, but may not be removed by an outside force.

While wearing the Visor, you gain the following benefits:

  • You have Darkvision out to 120 feet
  • You may choose to see through the scope of your Rifle remotely up to your maximum range.
  • You may forgo your attack and recall your rifle to your hands as an action if it is within 60ft of your current location, however your movement speed is reduced to 0 as a result of doing so.

You may also select a Planar Visor Upgrade from the list below.

Astral Projector MK2 - This visor upgrade allows you to turn and aim your rifle remotely within 60 ft of your location, rotating in space the last location that it was placed. You may fire your rifle remotely as an action so long as it is not held by someone else and you are not incapacitated, doing so reduces your movement speed to 0 as you lock in on your target.

Ethereal Truth Seeker - This visor upgrade gives you truesight up to 120ft when activated as a bonus action, you may deactivate the visor at any time using another bonus action. While your truesight is activated, you have disadvantage on all perception checks that require hearing and smelling.

Devil's Tongue ZR-02 - This visor upgrade allows you to read, write, and speak any known language of the world you inhabit regardless if you know it or not. While wearing this visor you also gain advantage on persuasion, deception and intimidation checks against those you are speaking to. If the visor is removed, you may only understand languages that you originally knew.

Mizz's Magic Marker M3K-V1 - This visor upgrade passively gives you the effects of Detect Magic and Identify while being worn up a distance of 60ft. Magical items do not appear through objects or buildings, but your helmet will give a notification to you that they exist somewhere inside. Magical items show up as color variations of that vary depending on the rarity as follows; White (Uncommon), Green (Common), Blue (Rare), Purple (Very Rare), Orange (Legendary), Red (Artifact).

Planar Magazine Upgrade

Starting at 9th level, you have gained the ability to condense part of the essence of some realms into special magazines. You may select a Planar Magazine Upgrade from the list below. You may refill 1 Special Magazine per long rest, or take 1D12 necrotic damage to generate another special magazine for 10 minutes. Generating a special magazine will replace the current one you have. Special magazines deal additional affects at the cost of no damage. Additionally you may load a special magazine as a bonus action.

Mizz's Magic Muting Munitions - On a hit, the target must make a DC 15 Constitution Saving Throw or be unable to cast spells or use spell-like abilities for 1 round.

Wild Whizzy's Wonky Whizzers - On a hit, the target must make a DC 15 Constitution Saving Throw or have the next spell they cast of Level 1 or more act as Wild Magic on the Sorcerer's Wild Magic table for 1 round.

Krazy Karl's Killer Knockouts - On a hit, the target must make a DC 15 Constitution Saving Throw or become unconscious for 1 round.

Tiny Timmy's Tungsten Torpedos - On a hit, the target must make a DC 15 Dexterity Saving Throw or be pushed back 30 feet and become prone.

Planar Reconfiguration

Starting at 12th level, you have gained extensive knowledge and the ability to reconfigure your sniper rifle or planar visor while in or out of combat. You may pick 2 additional Planar Attachments and 1 Planar Visor upgrade from any you currently have access to, this increases to 5 sniper attachments and 2 planar visor upgrades at higher levels (17th level). Additionally you may spend Precision points to reconfigure your attachments as shown below.

NOTE: Scopes, Barrels, Stocks and Bipods are considered Planar Rifle Attachments.

Planar Rifle Attachment Reconfiguration (3 points) - While in combat, as an action you may reconfigure 1 attachment from another you have chosen. While doing so, your movement becomes 0, you lose your reaction, and become vulnerable until the start of your next turn. You may pay additionally pay (2 points) to reconfigure as a bonus action and suffer no penalties when reconfiguring.

Planar Visor Reconfiguration (5 points) - While in combat, as an action you may reconfigure your planar visor into another upgrade you have chosen. While doing so, you become blinded until the start of your next turn, lose your reaction and reduce your movement speed by half. Additionally you may pay (2 Points) to reconfigure as a bonus action and suffer no penalties when reconfiguring.

While out of combat you may spend 10 minutes swapping out your attachments as necessary but suffer disadvantage on all ability and saving checks made while doing so, additionally you may spend (3 Points) to reduce the time of reconfiguration to 1 minute and suffer no penalties when reconfiguring.

Planar Stock Attachment

Starting at 15th level, the Planes integrate further into your Rifle, altering and expanding its capabilities. You may select one Planar Stock Attachment from the list below.

Heaven's Ticket Puncher MK02 - Once per long rest you may siphon your own life to shoot a singular rejuvenating bullet at an ally you can see within range. Make a ranged attack, if the target is willing or unconscious you may expend any amount of hit die you currently have and take the total amount rolled as necrotic damage rounded up. This damage cannot be prevented in any way and heals the target for the total value rolled rounded up. (Example; You roll 9d10 and get 67. You take 67 points of necrotic damage and your ally heals for 67).

Fleeting Abyss ZR99 - Twice per long rest you are able to fire a singular shot at a creature that banishes them from the current plane of existence. Make a ranged attack against a creature of your choosing, they must make a DC 18 Wisdom Saving Throw or be banished for 1 minute to another plane of existence.

Beowulf .50 BFG- Once per long rest you may fire a single ethereal shot that penetrates through any object or creature up to the maximum distance from your Planar Sniper Rifle regardless of AC or magical property. The bullet's damage is changed to force and deals an additional 1d8 force damage per 10ft traveled up to a maximum of 10d8.

Planar Bi-pod Attachment

Starting at 17th level, you have taken the power of the darker Planes and incorporated them into your Rifle. You may select one Planar Bipod Attachment from the list below.

Dimensional Stabilizer Q01 - The range for your Planar Sniper Rifle is doubled and your crit range is increased by 1 (If 20 then now 19, etc).

Into Nothingness - Twice per long rest, you may cast the spell Blink on yourself. You regain all expended uses of this ability after completing a long rest.

Nine Hells - Wrath of the Underworld. Once per Long rest, you may have a bullet you fire transform upon impact into a Fiend of CR 6 or lower that remains for 1 minute or until it dies. The Fiend is friendly to you and hostile to everyone else, and will obey verbal instructions.

Reap What You Sow

Starting at 20th level, you have become an Embodiment of the Rifle of the Planes. As such, you may combine the power of all Planes for one brief, glorious second. Once per day, as an Action you may make a Pure Shot. You make a number of shots against a number of enemies in a 500-foot radius. You may make 5 shots against 1 target, 3 shots against 5 targets, 2 shots against 10 targets, or 1 shot against 50 or more targets. There is no maximum to the number of targets that may be hit at once by the 1 shot per target ability.

Aim of the Marksman

As a Marksman, you are the farthest foe from the battle, and the one doing the most killing. Nothing can stop your bullet from reaching its destination, be it flesh or steel.

Shatter Strike

Starting at 3rd level, you gain the ability to shatter the weapons of your opponents. Once every long rest, you may break an opponent's held weapon if that weapon is made of Wood. This increases to Iron and Steel at 10th level, and to Mithral at 15th level.

Stop For Nothing

Starting at 6th level, your bullets let nothing stand between them and their target. Your bullets can now freely penetrate materials with a standing armor class of 17 and up to 5 inches thick, doing an additional 1d4 damage. This increases to a standing armor class of 19, 8 inches thick, and 1d6 damage at 10th level. And a final upgrade in penetration power to a standing armor class of 21, 12 inches thick, and 1d8 damage at 15th level. This feature doesn't apply to penetrating through a conscious creature's AC, but going through object they are hiding behind.

Let None Escape

Starting at 10th level, you make sure that no enemy can flee from you. Twice per short rest, you may fire a Crippling Shot at an opponent. If it hits, the opponent's speed is reduced by 20 feet for until the end of their next turn. If an enemy is flying, they remain aloft if their movement is greater than 0. If it hits 0, they fall from the sky, and take the appropriate amount of fall damage. Starting at 15th level, you may also target land and air vehicles. If a vehicle is hit, its speed is reduced by 30 feet.

Undeniable Damage

Starting at 14th level, your Rifle's damage may not be lowered nor mitigated. Any damage you deal with your Rifle or its abilities overcomes Resistance. At 20th level, any damage you deal with your Rifle or its abilities also overcomes Immunity.

A Shot To Topple A Tyrant

Starting at 18th level, you have become the pinnacle of a Marksman. As such, you have been granted by the Planes a shot to topple empires. Once per week, you may as an Action fire a King Killer Shot. The target of the Shot must be more than 1 mile away, and must be within 20 miles. If you have seen the target within the last month, you may fire the Shot. Once fired, the Shot teleports to directly in front of the target, in the nearest unoccupied space. If there is no unoccupied space in front of the target, the Shot teleports to a random unoccupied side. The Shot deals 1d10 Piercing damage, 3d10 Force damage, 1d10 Fire damage, 1d10 Cold damage, 1d10 Radiant damage, and 1d10 Necrotic damage, which ignores Resistance.

Aim of the Assassin

You are the killer of kings, and the slayer of emperors. Or are you? After all, no one ever saw you do it.

Infiltration Gas

Starting at 3rd level, your rifle gains a gas dispenser at the end of the barrel, allowing you to put people to sleep. Twice per long rest, you may cast the Sleep spell as a 1st level spell in a 15-foot cone originating from your rifle's tip. This increases to a 4th level spell at 14th level, and to a 7th level spell at 20th level.

Armor Piercing

Starting at 6th level, your bullets are specially made to pierce armor, and the person inside it. Whenever you are rolling to attack a target, the target gains a -1 to their AC. This increases to a -3 to at 10th level, and to a -5 at 15th level.

Curve The Bullet

Starting at 10th level you have gained the ability to make shots that others would rightly consider impossible. Twice per short rest, you may fire a Bouncing Shot. If you can see or have seen a creature within 120 feet within the last 6 seconds, you may make a ranged attack against them. Starting at 15th level, if have also seen up to 2 other creatures within a 60 foot radius of the original target within the same period of 6 seconds, you may choose to have the bullet bounce to them, with a -3 to the attack roll on the second target, and a -6 on the third.

Ghost In The Walls

Starting at 14th level, once per long rest you may choose to enter Apparition for one minute. While in Apparition, you appear to be a translucent black and white figure. Additionally, while in Apparition, anyone who sees you and then looks away from you must make a DC 25 Wisdom Saving Throw or lose all memory of having seen you for that period of time. This memory may not be regained through any means except by a Wish spell.

Temporal Bullet

Starting at 18th level, you may harness the power of the Elemental Chaos to place a temporary Temporal Anchor. Once per long rest, you may place a Temporal Anchor and then teleport you and everything non-living with 1 foot of you to a place you can see within 500 feet for 6 seconds. After those 6 seconds, you return to where you placed the Anchor, in the same state you were when you placed it.

Aim of the One

You have chosen to forgo the basic physical paths to delve into the bond between you and your Rifle. With a greater understanding comes increased power to you and your bonded.

Plane Tracker

Starting at 3rd level, your connection to the planes has manifested once again, this time in a Rifle Tracker. You know where your Rifle is at all times. You know what location it is at, as well as what plane it is on. At 14th level, you know who or what it is currently in the possession of, if anybody. At 20th level, you also gain knowledge of the area around the Rifle up to 60 feet.

Planar Armor

Starting at 6th level, you have widened your connection with not only your Rifle, but your Visor. As such, when the Visor is worn, it generates a black, skintight suit of Armor over you of the same material as your Rifle and Visor. The Armor temporarily replaces whatever armor you are currently wearing, and grants you an AC of 13 + Dexterity modifier. This increases to 14 + Dexterity modifier at 10th level, and to 15 + Dexterity modifier at 15th level. It also grants you advantage on Stealth checks, and reduces the effective damage of falling by 20 feet. This increases to 50 feet at 10th level, and to 100 feet at 15th level.

Synergy Armor

Starting at 10th level, you have upgraded your armor to incorporate all elements of your arsenal. Your Rifle of the Planes becomes part of the armor, and can be stored in the armor when the armor is active. While the armor is active, the Rifle is bonded to the armor's arm. While the armor is active, you cannot be forced to drop the Rifle, and the Rifle can be used to Block as a reaction. Blocking reduces incoming damage by 1d8 damage. At 15th level, the Visor gains a built-in targeting system. This provides a +3 to ranged attacks with the Rifle while the Visor is activated.

Black Powder Imbuement

Starting at 14th level, once per long rest you may activate Black Powder Imbuement for 5 Rounds. During this time, your gun retracts into your Suit and 6 Rifles sprout from your back. This grants you a flying speed equal to your walking speed, and you may make a Ranged Weapon Attack with one of your Rifles against any target of your choice that takes the Move action to move into or anywhere within a 60 foot radius of you.

One With The Gun

Starting at 18th level, you have become a single entity with your Gun, Visor and Armor. There is no longer a creature inside the Armor, you are the Armor. As such you are immune to Critical Hits, take no damage from falling, have Darkvision out to 120 feet, and have 360-degree vision. You are also immune to the Poisoned condition and have Resistance to Poison damage. The Armor and Visor may no longer be removed under any circumstances.

Multiclassing

Prerequisites. To qualify for multiclassing into the Planar Sniper class, you must meet these prerequisites: Dexterity 15, have a Rifle of the Planes

Proficiencies. When you multiclass into the Planar Sniper class, you gain the following proficiencies: Stealth and Perception



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