Sniper (5e Class)
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Sniper
Highly trained units specialized in taking out targets from extreme distances, snipers are the most dangerous of classes. As a sniper, not only are you trained to use a rifle, but you also become an expert in stealth, reconnaissance, and observation, allowing you to do what you do best, which is shoot your enemies when they're unaware and protect your allies. Snipers usually work in a team with a spotter and a flanker but they are prepared at all times to complete the mission on their own if necessary. Basically a mix between a soldier and a ranger. Be warned, your weakness is surviving close combat.
Creating a Sniper
Where did you learn to be a sniper? Were you self taught? Why did you choose to specialize in long distance shooting rather than becoming an all around soldier or choosing some other discipline? Are you cold-hearted and impersonal like the stereotype? Or are you able to separate your personality from your work?
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- Quick Build
You can make a Sniper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom.
Class Features
As a sniper you gain the following class features.
- Hit Points
Hit Dice: 1d8 per sniper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sniper level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple and martial ranged weapons, firearms, dagger
Tools: Choose one artisan's tool
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longbow, and 20 arrows or (b) a heavy crossbow and 20 bolts
- (a) 10 darts or (b) a sling and 20 bullets
- a burglar's pack, Leather armor, two daggers
Level | Proficiency Bonus |
Features | Aimed Shot |
---|---|---|---|
1st | +2 | Aimed Shot, Sniper's Nest | 1d6 |
2nd | +2 | Cunning Action | 1d6 |
3rd | +2 | Sniper Archetype, Placed Shots | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Disappear | 3d6 |
6th | +3 | Hawk Eye | 3d6 |
7th | +3 | Archetype Feature | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Assassination | 5d6 |
10th | +4 | Close Quarter's Shooting | 5d6 |
11th | +4 | Archetype Feature | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Cover Shot | 7d6 |
14th | +5 | Adjust Aim | 7d6 |
15th | +5 | Archetype Feature | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Overwatch | 9d6 |
18th | +6 | Archetype Feature | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | True Sniper | 10d6 |
Optional Rule: Firearm Proficiency
If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your sniper has been exposed to the operations of such weapons, your sniper is proficient with them.
Sniper's Nest
At 1st level, given enough time, you can prepare hidden sniper nests. You take 10 minutes to construct a nest that occupies a 10-foot square area.
While inside the nest, you have three-quarters cover, and can see out of it unhindered. Neither you nor the nest can be seen by any creature more than 30 feet away, even if you make an attack from inside, though you can still be heard and detected by divination spells that penetrate more than one inch of solid material.
A creature within 10 feet of the nest can detect its presence with an Intelligence (Investigation) check against your Sniper save DC. Your Sniper Save DC = 8 + your proficiency bonus + your Dexterity modifier.
Once you leave a nest, you can't benefit from the same nest again.
Aimed Shot
Starting at 1st level, you take aim at a target and make a precision shot against a target you can see within range. Once per turn, when you make a ranged weapon attack with advantage, you cause additional 1d6 damage with that attack. This damage increase as you gain levels in this class, as shown on the Aimed Shot table above.
You don't need advantage on your attack roll if your target is greater than 30 feet from you and no enemies are within 5 feet of you, or if neither you or your target have changed position since your last turn.
Additionally, standing up from prone now only costs 5 feet of movement.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This bonus action can be used to take the Hide and Search action.
Sniper Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Assault Team, Contract Killer, Marksman, Gunsmith or Hunter. Your choice of archetype gives you additional features at 7th, 11th, 15th, and 18th level.
Placed Shots
Also at 3rd level, you learn how to aim at specific targets on your opponents body to elicit specific effects. When you deal Aimed Attack damage to a creature, you may choose to forgo two of your Aimed Attack dice to make the attack a placed shot.
Elementals, undead creatures and creatures without a well defined anatomy (like oozes) can't be targeted with these effects.
When an effect requires a saving throw, use your Sniper Save DC.
You know two placed shots from the list below, and learn two additional ones at 6th and 14th levels.
- Eye Shot
The target must make a Constitution saving throw or be blinded until the end of your next turn.
Creatures without eyes are immune to this effect.
- Leg Shot
The target must make a Strength saving throw or be knocked prone.
Creatures without legs or not using legs for movement are immune to this effect.
- Wing Shot
The target must make a Dexterity saving throw. If it fails, it has its movement speed halved and it has disadvantage on Dexterity saving throws until the end of its next turn.
The target must be flying using wings to be affected by this shot.
- Hand Shot
The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. The object lands at its feet.
This affect hands or any other limb that is being used to hold an object (such as tails or tentacles for example).
- Head Shot
The target must succeed on a Constitution saving throw or be Stunned until the end of its next turn, or until it suffers damage, which happens first. Creatures Large or taller have advantage on this saving throw.
Creatures without a head or with multiple heads are immune to this effect.
- Chest Shot
The target must succeed on a Strength saving throw, or is pushed 15 feet back. Creatures Large or taller have advantage on this saving throw.
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.
Disappear
By 5th level, you are a true master of stealth, capable of fading into thin air. As a reaction when you take damage, you can use this ability to move up to 5 feet without provoking opportunity attacks and attempt to Hide as part of the same reaction, if there's a hiding spot within reach (such as a shadow or a object or structure tall and wide enough to conceal your presence).
You can also use this reaction if you make an attack while unseen.
Hawk Eye
Starting at 6th level, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
Additionally, you have advantage on your Wisdom (Perception) checks that rely on sight.
Assassination
At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.
Additionally, any hit you score against a creature that is surprised is a critical hit.
Close-Quarters Shooting
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.
Cover Shot
At 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon's normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon's short range, you can use your reaction to make a ranged weapon attack against the source.
On a hit, instead of causing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.
Adjust Aim
At 14th level, when you miss an attack with a ranged weapon on your turn, your next attack with a ranged weapon against the same target have advantage, until the end of your next turn.
Overwatch
Beginning at 17th level, if you are wielding a ranged weapon, and a hostile creature that you can see moves into or within the normal range of that weapon, you can use your reaction to make an opportunity attack against that creature using your ranged weapon.
True Sniper
When you reach the 20th level, your precision is unmatched by any other creature. Your Dexterity and Wisdom score increase by 4, up to a maximum of 24.
Assault Team
You work best at a time, operating with a partner with whom you can coordinate your attacks.
Sniper Team by Richard Sashigane |
- Cohort
At 3rd level, you gain a loyal cohort to who carries your banner and does battle in your name. Use the statistics of the scout for your cohort; following an 8-hour initiation period, that creature becomes your cohort. You can have only one cohort at a time.
If your cohort is ever slain, you can raise them from the dead by the usual methods, such as the raise dead spell, or you can spend 8 hours initiating a new cohort. If you do so, your previous cohort loses all abilities granted by your True Loyalty ability, even if it is later returned to life.
The cohort obeys your commands as best it can. Your cohort takes its turn immediately before or after your turn (your choice), and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Your cohort has abilities and game statistics determined in part by your sniper level. Your cohort uses your proficiency bonus rather than its own.
Your cohort gains proficiency in skills listed in its statistics. It also gains proficiency with simple weapons, martial weapons, light, medium, or heavy armor if its statistics contain weapons or armor from that category. For each sniper level you gain after 2nd, your cohort gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your cohort’s abilities also improve. Your cohort can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your cohort’s alignment is within one step of you own, and has a personality trait and flaw determined by the DM. Its bond is always, “I will follow my commander into any fray, and I will gladly fight by his/her side until my death.”
- Team Defense
At 7th level, while your cohort can see you, they have advantage on all saving throws.
- Coordinated Volley
At 11th level, your cohort can use an action to make a ranged attack against any number of creatures within 10 feet of a point they can see within their weapon's range. They must have ammunition for each target, as normal, and must make a separate attack roll for each target.
- Superior Team Defense
At 15th level, whenever an attacker that your cohort can see hits them with an attack, they can use their reaction to halve the attack’s damage against them.
- Superior Coordinated Attack
At 18th level, you can use your action to make a special ranged attack. You cannot make this attack roll with disadvantage, and you have advantage on your attack roll. On a hit, you deal double damage, bypassing all damage resistances. If your teammate can see you, they can use their reaction to make the same special attack.
Once you have used this feature, you can't use it again until you finish a short or long rest.
Contract Killer
The most badass of snipers, you work best alone, often working on a mission for days at a time without breaks.
- Shady Dealings
Beginning at 3rd level, you have advantage on Wisdom and Charisma checks made when trying to convince someone or perceive a lie or ill intention during a negotiation.
In addition, you have advantage on any Intelligence and Charisma checks made to find contacts in the black market and perform illegal deals.
- Kill Shot
Starting at 3rd level, whenever you cause extra damage with your Aimed Shot feature, you force the target to make a Constitution saving throw. On a failed save, the attack is considered a critical. If you have advantage on the attack, the target have disadvantage on the saving throw.
You can use this ability a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Honed Senses
Starting at 7th level, your eyes and ears are always aware of your surroundings. You have advantage on Wisdom (Perception) checks while you don't have another creature within 30 feet of you.
In addition, whenever you roll a 9 or lower on a Wisdom (Perception) check, you can choose a 10 instead.
- Iron Will
At 15th level, your will to survive gives you proficiency with all saving throws.
- Headshot
At 18th level, you can slay a target with a single strike. When you hit a target with a ranged weapon attack that benefits from your sneak attack additional damage, you can choose to cause no damage and, instead, force the target to make a Constitution saving throw. Creatures of Large size or larger have advantage on the save. This doesn't work against creatures that don't have a head.
On a failed save, the target is reduced to 0 hit points. On a success, you can't use this feature against the same target again for the next 24 hours.
On a success or failure, you can't use your Sneak Attack again until the end of your next turn.
Marksman
You have decided to hone your rifle skills until you can shoot even farther and more accurately than before, hitting a target from unusual distances.
- Trained Infiltrator
Starting at 3rd level, you are proficient in the Stealth and Perception skills, if you aren't proficient in them already. You add double your proficiency bonus to Stealth and Perception checks, instead of your normal proficiency bonus.
- One Shot, One Kill
Beginning when you choose this archetype at 3rd level, when you score a critical hit against a creature with an Aimed Shot, you can force that creature to make a Constitution saving throw. On a failed save, you roll additional damage dice equal to half your Aimed Shot dice (rounded down).
- Advanced Vision
Starting at 7th level, your eyes are extremely trained to see at multiple conditions. You ignore any disadvantage on Wisdom (Perception) checks that rely on sight as long as you are not blinded, and have advantage on saving throws against the blinded condition.
- Aimed Shot
Starting at 11th level, you can aim your shots directly at the target, causing an automatic hit. If you wouldn't have disadvantage on your attack roll, you can use your Action on your turn to cause damage equal to your weapon's damage dice + your Dexterity modifier + half your Aimed Shot dice (rounded up), without making an attack.
You must be able to see the target in order to use this feature.
- Shadow Operative
Starting at 15th level, when you are in dim light or darkness, you can use your bonus action to become invisible for up to 1 minute. Anything you are wearing or carrying becomes invisible as long as it is on your person.
You lose your invisibility if you are no longer in an area of dim light or darkness. Once you’ve used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.
- True Marksman
When you reach 18th level, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks ignore creature's resistances to piercing damage.
Gunsmith
Gunsmith are snipers who are capable of crafting and using powerful firearms, marvelous weapons of great destruction.
- Gunsmithing
Starting at 3rd level, you have developed your crafting skills enough to create the perfect weapon for hunting and slaying your quarry: firearms.
- Starting Firearms. When you gain this feature, you start by owing two basic firearms shown on the Firearms List bellow. You must fulfill the prerequisites for constructing the chosen firearm. You can craft more firearms as you gain levels in this class. You are proficient with any firearm crafted by you.
- Crafting Firearms. You can craft any firearm on that list by spending 8 hours constructing one, and an amount of golden pieces in materials depending on the firearm. These hours don't need to be consecutive, and the process of building a firearm is considered light activity. You must have your smith's tools on you to craft a firearm. If the firearm has the reload property, it is also required the tinker's tools.
- Crafting Ammunition. To craft ammunition, you must have both the smith's tools and the alchemist's supplies on you. Each bullet costs 2 sp and 1 minute to craft.
- Crafting Grenades. To craft ammunition, you must have both the smith's tools and the alchemist's supplies on you. Each grenade can be crafted during a short rest. The save DC for your grenades equal 8 + your proficiency bonus + your Intelligence modifier.
- Shooting Style
Also at 3rd level, you specially skilled with your guns. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting style option more than once, even if you later get to choose it again.
- Burst Fire Specialist. You can use your Sniper Save DC, instead of your Burst Fire save DC, if that save DC is higher. In addition, you can choose to fire in a 5-foot by 20 feet line instead.
- At 18th level, the burst fire options are a 15-foot cube, a 20-foot cone or a 30-foot line, and target's take half damage on a successful save.
- Critical Striking. Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20. You score a critical hit on a roll of 18-20 once you reach 18th level.
- Long Range Shooter. Attacking at long range doesn't impose disadvantage on your attack rolls. At 18th level, you have advantage on attacks made against a creature at your weapon's long range.
- Marksmanship. When you roll a 1 on a damage roll with a firearm, you can reroll the die and choose the new result. At 18th level, you reroll 1, and the minimum result you can have in a damage die using a firearm is 2.
- Mobility. You gain a +1 bonus to AC while wearing light, medium or no armor, and your walking speed increases by 10 feet. Your AC improves by 1 and your walking speed increases by 10 more feet at 18th level.
- Efficient Crafting
Starting at 7th level, the time and cost required for you to craft guns and ammunition is reduced by half.
In addition, you can craft magical guns. You can craft any uncommon magical weapon that enchants a bow or crossbow as a gun instead, as if you were a spellcaster with your Sniper level, by spending the requiring amount of gold.
- Quick Shooting
At 11th level, you can trade precision to unleash a bullet hell upon your enemies. When you take the Attack action, you can choose to reduce your Aimed Shot maximum for that turn in 3d6. If you do so, you can make two attacks with a firearm, rather than one, as part of the attack action.
- Grenade Thrower
At 15th level, whenever you throw a grenade, you can add half your Aimed Shot damage to the damage of the explosion. You can't benefit from your Aimed Shot additional damage if you do so.
- Advanced Style
At 18th level you can choose one additional Shooting Style. In addition, each shooting style gain its 18th-level benefit.
Gunsmith Firearms
Some firearms have a level pre-requisite. You must have the amount of Sniper levels shown before you can construct such weapon.
Some weapons have a level pre-requisite to be built. You must be a sniper of that level to craft the firearm.
- Firearm Special Properties
All firearms have the Thunderous property by default. A Thunderous weapon causes a booming sound in a 300 feet radius after an attack is made.
In addition, a firearm can often have one or more of the following properties:
- "Automatic". When you make an attack on your turn with an automatic weapon, you can choose to make two attacks with the weapon instead. These attacks are made with disadvantage, and advantage cannot affect the roll. When making use of the automatic property, you can only attack at half of the normal range of the weapon. When a creature that is Medium size or smaller uses the automatic weapon property on a weapon, melee attacks have advantage against them until the start of their next turn. You can’t use this property in the same turn you’ve used the burst-fire weapon property.
- "Burst Fire". A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
- "Reload" A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).
- Basic Firearms
- Flintlock Pistol (250 gp). A flintlock pistol is a ranged weapon with the ammunition (range 30/90), and loading properties. Its damage die is 1d10.
- Flintlock Musket (500 gp). A flintlock musket is a ranged weapon with the ammunition (range 30/90), loading and two-handed properties. Its damage die is 1d12.
- Pocket Pistol (300 gp). A pocket pistol is a ranged weapon with the ammunition (range 30/90), loading and light properties. Its damage die is 1d8.
- Advanced Firearms (7th level)
- Four Barrel Pistol (600 gp). A four barrel pistol is a ranged weapon with the ammunition (range 30/90), reload (4 shots) and light property. Its damage die is 1d6.
- Flintlock Revolver (600 gp). A flintlock revolver is a ranged weapon with the ammunition (range 30/90) and the reload (6 shots) property. Its damage die is 1d8.
- Modern Firearms (11th level)
- Revolver (650 gp). The revolver is a ranged weapon with the ammunition (range 40/120) and reload (6 shots) properties. Its damage die is 2d8.
- Hunting Rifle (800 gp). The hunting rifle is a ranged weapon with the ammunition (range 80/240), reload (6 shots) and two handed properties. Its damage die is 2d10.
- Shotgun (650 gp). The shotgun is a ranged weapon, with the ammunition (30/90), reload (2 shots) and two-handed properties. Its damage die is a 2d8. You have no disadvantage on attack rolls when making a ranged weapon attack with a shotgun at close range. In addition, a Large or smaller creature hit by a shotgun at short range must succeed on a Strength saving throw against a DC equal to the damage taken, or be pushed 10 feet back and knocked prone.
- Advanced Firearms (15th level)
- Automatic Rifle (1900 gp). The automatic rifle is a ranged weapon with the automatic, ammunition (range 80/240), burst fire and reload (30 shots) and two handed properties. Its damage die is 2d10.
- Automatic Pistol (1900 gp). The automatic pistol is a ranged weapon with the automatic, ammunition (range 40/120) and reload (15 shots) properties. Its damage die is 2d8.
- SMG (1800 gp). A SMG is a ranged weapon with the automatic, ammunition (range 30/90), burst fire, light and the reload (60 shots) property. Its damage die is 1d8.
- Superior Firearms (18th level)
- Marksman Rifle (2800 gp). The marksman rifle is a ranged weapon with the automatic, ammunition (range 80/240), burst fire, reload (30 shots) and two handed properties. Its damage die is 3d10.
- Sniper Rifle (3400 gp). The sniper rifle is a ranged weapon with the ammunition (range 150/350), reload (10 shots) and two handed properties. Its damage die is 3d12. When shooting trough a scope with this rifle, you roll three dice of advantage, instead of two, whenever you have advantage on the attack.
- LMG (6000 gp). The LMG is a ranged weapon with the automatic, ammunition (range 80/240), burst fire, reload (200 shots) and two handed properties. Its damage die is 8d6. To attack with it, you must set up the weapon on the ground using an action and be prone. Whenever you fire with this weapon, your movement speed is reduced to 0. Firing the LMG requires an Action.
- Accessories
- Suppressor (half the weapon's cost gp). You can adapt a weapon with a suppressor, that reduces the noise made by its shots. The gun loses the "thunderous" property.
- Scope (half the weapon's cost gp). You can adapt a weapon with a scope, that reduces removes any penalty for making an attack at a long range with that weapon.
- Fragmentation Grenade (50 gp). As an action, you can throw this grenade in an space you can see within 30 feet. Each creature in a 10-foot radius of that area must succeed on a Dexterity saving throw, taking 2d4 bludgeoning and 2d4 piercing damage and on a failed save, or half as much on a success. A creature in a space you have thrown the grenade takes additional 1d10 fire damage on a failure, and no additional damage on a success.
- Smoke Grenade (50 gp). As an action, you can throw this grenade in an space you can see within 30 feet. 20-foot-radius sphere of fog centered on a point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- Gas Grenade (50 gp). As an action, you can throw this grenade in an space you can see within 30 feet. Each creature in a 10-foot radius of that area must succeed on a Constitution saving throw, taking 1d6 poison damage a failed save. A cloud of gas stays on the area for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature that enters the cloud for the first time or end its turn there must succeed on a saving throw against the effect, or take the damage.
Hunter
Hunters are snipers from the wilds, that use their uncanny aim to unleash death towards their prey.
Siege Warrior Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
- Arcane Researcher
When your chose this war path at 3rd level, you gain proficiency in the Arcana skill, if you don't already have it.
- Spellcasting
- When you reach 3rd level, you learn how to use spells in battle.
- Cantrips
- You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
- Spell Slots
- The Hunter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level spells of your choice from the ranger's spell list. The Spells Known column of the Hunter's spellcasting table shows when you learn more ranger spells of 1st level or higher.
- Whenever you gain a level in this class, you can replace one of the ranger spell you know with another spell of your choice from the ranger spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Wisdom is your spellcasting ability for the hunter spells, since you learn this power through your attunement with nature. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a hunter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Favored Enemy
Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
In addition, you don't need advantage on your ranged weapon attacks to benefit from your Aimed Shot against your favored enemies.
You choose one additional favored enemy, as well as an associated language, at 7th and 15th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
- Natural Explorer
Beginning at 7th level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Whenever you spend a long rest on one of the terrains covered by your Natural Explorer feature, you can replace one of your current favored terrains for the one you are currently at.
- Savage Camouflage
At 11th level, you can merge with the natural environment, camouflaging yourself. As an action, when you are in a forest, or within 5 feet of a plant with your size or larger, you can become invisible. You remain invisible until you make an attack, cast a spell, or are no longer within 5 feet of a plant
- Natural Wanderer
Starting at 15th level, you gain the ability to enter a tree and move from inside it to inside another tree within 60 feet, using a bonus action. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 30 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in.
You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
- Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Multiclassing
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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