Sniper Hunter (5e Subclass)

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Sniper Hunter[edit]

Ranger Conclave

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.

Usually Sniper Hunters who don't use firearms will favor the Alchemical Poisoner feature, over the Conclave Spells.

Conclave Spells

Also at 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Sniper Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd hunter's mark
5th find steed
9th slow
13th locate creature
17th hold monster
Silver Tongue

Starting at 3rd level, you have become much more skilled at the art of fitting in with people, and gathering information. Choose two of the following skills: Deception, Insight, Investigation, Intimidation, or Persuasion. You gain proficiency in that skill.

If you are already proficient, you gain double proficiency.

Wanted: Dead or Alive

Starting at 3rd level, after inspecting a creature for 10 minutes, observing it's appearance, or after placing a hunter's mark on it, your eyes will glow softly, as you see a slender thread guiding you towards your mark. You can have one mark at a time, as this thread will give you the direction of your mark for up to 7 days. 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. Once per turn, when you hit the marked creature, you cause additional 1d8 damage.

Evasion

At 7th level, 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.

Combat Grit

Starting at 11th level, when fighting an enemy, you can defeat your enemies by outharming or outlasting them. When you take the Attack action and only make attacks against the same creature, you can choose to either cause additional 1d6 damage with each attack, or to regain 2d6 hit points if you are under half your maximum hit points. You must choose one of these options when you take the Attack action.

Return Fire

Starting at 15th level, when a creature makes a ranged attack against you or another creature you can see, and is within range, you can use your reaction to make a ranged attack against it.

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