School of Sniping (5e Subclass)
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School of Sniping[edit]
Wizard Subclass
While some wizards toil away in their dedication to a single school of magic, others obsess over some of the more practical details. "How far away can I boil someone's eyes out?" "How precisely can I target my spells?" "How do I kill that wizard before he kills me?" These are the questions asked by Sniper wizards.
While any caster can dedicate improvement to their spell range, Snipers -- sometimes just "Snipes" -- go further, eking every last foot from a spell's potential, sharpening their aim to become nearly flawless, and painting targets so that their allies can join in the fun. To face off against a Sniper wizard is to personify a bullseye.
- Far Shot Savant
Beginning when you select this school at 2nd level, when you copy a spell that requires an attack roll and has a listed range of over 60 feet into your spellbook, the required gold and time spent is halved.
Also, if you take the Spell Sniper feat at 4th level or later, add +1 to your Intelligence.
- Dead Eye
Also at 2nd level, once per round when you cast a spell that requires an attack roll, you can add +1 to the attack roll.
- Tracer Fire
Beginning at 6th level, once per turn when you damage a creature with a spell of level 1 or higher that required an attack roll, that creature must make a dexterity save versus your spell save DC or suffer the effect of the Faerie Fire spell until the end of your next turn.
When you reach 11th level in this class, this feature can be applied to cantrip attacks, but only a number of times equal to your proficiency bonus. This count resets at the end of a short or long rest.
- Counter-sniper
At 10th level, if you or an ally within 10 feet of you is damaged by an attack or spell that originated at least 30 feet way, you can use your reaction to cast a wizard cantrip at the attacker. If the spell damages the target, they need to succeed a Constitution saving throw against your spell save DC or be stunned until the end of their next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all uses at the end of a short or long rest.
- Trick Shots
Starting at 14th level, when you upcast a spell that requires an attack roll, you may forego the normal upcast effects and replace them with one of these benefits:
- Bullseye. Add a +1 to hit for each extra level of the slot.
- Longshot. Increase the range of the spell by half the listed range for each extra level of the slot.
- Ricochet. If the spell hits the target, make a separate attack roll to attempt to bounce the blast to hit a second target within 30 feet of the first. If this attack hits, it deals half the damage that the first target received.
- Doubleshot. If the level of the slot is at least twice the level of the spell, you can apply the effects of the sorcerer metamagic “Twinned Spell”.
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