Sniper (5e Subclass)
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Class Features[edit]
The Sniper subclass represents the strategy of one who patiently waits for the right opportunity. With only a bow at their side, a sniper can pick off targets at a moment's notice
- Careful Aim
Starting at 3rd level, you can spend your time aiming towards a creature to enhance the precision of your attack. You can use a bonus action to give yourself advantage on your next ranged weapon attack.
At 11th level, you roll three dice when you have advantage on ranged weapon attacks, instead of two.
- Sniper's Nest
At 3rd level, you can spend 10 minutes preparing a place on your favored terrain to have a vantage point for shooting. You must choose a place partially hidden, such as a tree, a hole on the ground covered by bushes, a tower or other place such those.
Your nest have 5-foot radius, AC 10 and 10 hit points. Your sniper's nest grants you 3/4 cover and advantage on Dexterity (Stealth) checks made to Hide.
- Sniper Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the 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.
- 3rd. Expeditious Retreat
- 5th. Invisibility
- 9th. Fly
- 13th. Greater Invisibility
- 17th. Hold Monster
- Keen Sight
Starting at 7th 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, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Moreover, both the short and the long range of your weapon attacks made with ranged weapons you are proficient with are doubled.
- Killing Blow
At 11th level, when you hit an attack with advantage granted by your Careful Aim feature, you multiply the damage dealt by two.
- Mystical Shot
At 15th level, you can enhance your shots with your magical power. Whenever you hit a creature with a ranged weapon attack, you can spend a spell slot and deal additional damage from the weapon type, equal to 1d8, plus 1d8 for each level of the spell slot, up to 5d8. In addition, you can use your mystical shot without spending spell slot, causing 3d8 damage. If the target is your favored enemy, or is targeted by your favored foe feature, you roll one additional d8 damage.
You can use this feature without spending a spell slot a number of times equal to your Wisdom modifier.
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