Sniper Hunter (5e Class)

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Sniper Hunter[edit]

Sniper Hunters are often contracted to assist in battlefield superiority or to bring individuals to account, dead or alive. Working solo, Sniper Hunters are equally comfortable in rooftops in urban settings as well as the wilds, finding a superior location atop a tree, mountain, or any other location that gives them an advantage. Using their natural lore, sniper hunters create coatings for their arrows. Operating as highly skilled trackers or simply picking enemies off the battlefield with little worry about being seen, Sniper Hunters easily turn the tide of any interaction.

Class Features

As a Sniper Hunter you gain the following class features.

Hit Points

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


Armor: Light Armor
Weapons: Simple Weapons, Ranged Martial Weapons
Tools: Disguise Tools, Thieves Tools, Poisoners Kit
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Acrobatics, Perception, Insight, Investigation, Intimidation, Nature, Perception, Persuasion, Stealth, and Survival


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

Table: The Sniper Hunter

Level Proficiency
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Favored Enemy
2nd +2 Archery Fighting Style, Spellcasting 2 2
3rd +2 Wanted:Dead or Alive, Concoct Poison 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Second Favored Terrain 4 4 2
7th +3 Cataclysm 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 Return Fire 6 4 3 2
10th +4 Second Favored Enemy, Evasion 6 4 3 2
11th +4 Vanish 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 Harm or Heal 8 4 3 3 1
14th +5 8 4 3 3 1
15th +5 Silver Tongue 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 Feral Senses 10 4 3 3 3 1
18th +6 Perfect Catalyst 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Natural Explorer[edit]

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, swamp,the Underdark, or urban. You gain the following benefits when traveling for an hour or more in your favored terrain:

  • 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.

Favored Enemy[edit]

You have gained significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered.

Choose a type of favored enemy: beasts, fey, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You gain a +2 bonus to damage rolls with your weapon attacks against your favored enemies, and you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

You also learn one language of your choice, ideally one spoken by your favored enemy or creatures commonly associated with it.

Archery Fighting Style[edit]

Starting at 2nd level, you gain a +2 bonus to attack rolls with ranged weapons.


By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Sniper Hunter 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.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Sniper Hunter table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger 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

Wanted: Dead or Alive[edit]

Starting at level 2, After inspecting a creature for 10 minutes, observing it's appearance. Your eyes will glow softly, as you see a slender thread guiding you towards your mark. You may have 1 mark at a time, as this thread will give you the direction of your mark for 1 week (7 days). However, the thread does not tell you where exactly your mark is, or the distance of the mark. Your mark lasts until you create another or the week passes.

Concoct Poison[edit]

Gain proficiency in alchemist supplies. Sniper Hunters develop their own recipe for a unique poisons that can only be applied safely by the sniper hunter. This poison increases in potency with the number of applications. You can coat your ammunition in poison as a bonus action. When the poison is applied to a projectile that damages an opponent, it leaves a residual effect that deals damage per turn. A creature subjected to the poison can make a Constitution saving throw on their turn to clear the poison. Poisoned targets have disadvantage on Attack Rolls and Ability Checks, and a Sniper Hunters poison gives disadvantage on constitution saves. Once applied to a piece of ammunition, the poison retains its potency for 1 minute or until you hit with that ammunition.

Each successful attack applies a stack. Attacks made with advantage apply 3 stacks.

The damage is equal to 1d4 + the number of stacks, up to 15 stacks. However, the total number of stacks is unlimited.

The constitution save is described in the following chart:

Poison Stacks Constitution Save DC
1 8 + Dex Mod + Proficiency (Base DC)
4 Base DC + 1
7 Base DC + 2
11 Base DC + 3
15 Base DC + 4

Ability Score Increase[edit]

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.

Second Favored Terrain[edit]

By 6th level, you have become an expert in navigating the wilderness. Choose a second favored terrain. While in your favored terrain, either the one you already had or the one you gain from this feature, you gain the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Any feats that have been taken regarding archery skills are applied to each attack.


At the 7th level, the sniper hunter learns to create catalytic oils that can be used to magnify the poison in a target. The sniper hunter can only store 1 of each oil and refreshes them during a short rest. Oil must be applied separately from a poisoned attack.

The three oils are:

  • Ignition Oil: Consumes all stacks to deal 1d6 fire damage per stack
  • Courruption Oil: Deal additional poison damage equal to number of stacks applied
  • Decrepifying Oil: The target makes a cons saving throw against the poison save dc and is slowed to 0ft movement and can't make opportunity attacks on a failed save. Lasts one turn.

Return Fire[edit]

Starting at 9th level, when ranged attackers that you can see attack you, you can use your reaction to return a single arrow attack at each attacker.

Second Favored Enemy[edit]

By 10th level, you have become accustomed to hunting deadlier game. You gain a second favored enemy, choosing from aberrations, celestials, constructs, dragons, elementals, fiends, or giants. Your bonus to damage against all your favored enemies increases to +4, and you gain one additional language, ideally one spoken by your second favored enemy or creatures commonly associated with it. Additionally, you have advantage on saving throws against effects and abilities used by your favored enemies, including spells.


When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, 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.


Starting at 11th level, you can use the Hide action as a bonus action on your turn. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking Actions. Once you move or take an action or a Reaction, you lose the bonus to stealth until you move to a new location and vanish there. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.

Harm or Heal[edit]

Starting at 13th level, When you attack a single enemy with all of your weapon attacks, choose to either deal an additional 1d6 damage of the weapons damage type, or heal for 2d6 instead. This healing can be applied to the self or any ally.

Silver Tongue[edit]

Starting at 15th level, you have become much more skilled at the art of fitting in with people, and gathering information. Choose two of the following skills: Disguise, Insight, Investigation, Intimidation, or Persuasion. You gain proficiency in that skill. If you are already proficient, you gain double proficiency (Expertise).

Feral Senses[edit]

At 17th 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.

Perfect Catalyst[edit]

At the 18th level, the sniper hunter has perfected their craft of poisons and oils.

The poison save dc is enhanced with an additional +2, and the poison does 2 damage per stack.

Catalysts are enhanced as follows:

  • Combustion Oil: Consumes all stacks to deal 2d6 fire damage per stack
  • Plague Oil: Deal additional poison damage equal to number of twice the number of stacks applied
  • Petrifying Oil: The target makes a cons saving throw against the poison save dc and is petrified on a failed save

Foe Slayer[edit]

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Prerequisites. To qualify for multiclassing into the Sniper Hunter class, you must meet these prerequisites: Dexterity 13, and Wisdom 13

Proficiencies. When you multiclass into the Sniper Hunter class, you gain the following proficiencies: Light armor, simple weapons, martial ranged weapons, one skill from the class’s skill list.

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