User:Quincy/Sniper (5e Class)

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Sniper[edit]

A sniper is a marksman or qualified specialist who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. Snipers typically have highly selective or specialized training and use crew-served high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units or military bases.

Most sniper teams operate independently, with little combat asset support from their parent units; their job is to deliver discriminatory, highly accurate rifle fire against enemy targets that cannot be engaged successfully by the regular rifleman because of range, size, location, fleeting nature, or visibility. Sniping requires the development of basic infantry skills to a high degree of skill. A sniper's training incorporates a wide variety of subjects designed to increase value as a force multiplier and to ensure battlefield survival. The art of sniping requires learning and repetitively practicing these skills until mastered. A sniper must be highly trained in long range rifle marksmanship and field craft skills to ensure maximum effective engagements with minimum risk.

In addition to marksmanship and long range shooting, military snipers are trained in a variety of techniques: detection, stalking, and target range estimation methods, camouflage, field craft, infiltration, special reconnaissance and observation, surveillance and target acquisition.[1]

Creating a Sniper[edit]

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: Laser, Plasma, Ballistic Guns, Slash
Tools: Survival Pack, Navigators Pack
Saving Throws: Constitution and Strength
Skills: Choose two from Arcana (Psionics), Deception, Insight, Survival, Athletics and Nature

Equipment

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

  • (a) a Laser Bolt Rifle and Pistol or (b) a Sniper Rifle and a Knife
  • (a) Flight Suit and 4 Mags or (b) Gillie Suit with 1 Mag
  • 10 darts
  • (a) Survival Pack or (b) Navigator Pack

Table: The Sniper

Level Proficiency
Bonus
Features
1st +2 Natural Explorer
2nd +2 , Fighting Style
3rd +2 Sniper Archetype
4th +2 Ability Score Improvement, Ability Increase
5th +3 Extra Attack
6th +3 Extra Feat
7th +3 Archetype Feature,
8th +3 Ability Score Improvement, , Ability Increase
9th +4 Extra Attack
10th +4 Archetype Feature,
11th +4 Giant Killer ,
12th +4 Ability Score Improvement, Ability Increase
13th +5 Uncanny Dodge
14th +5 Horde Breaker
15th +5 Vanish
16th +5 Ability Score Improvement, Extra Attack,Ability Increase
17th +6 Archetype Feature,
18th +6 Evasion
19th +6 Ability Score Improvement, Ability Increase
20th +6 Volley


Class Features[edit]

Natural Explorer[edit]

At level 1You 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,or Underground. 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


Fighting Style[edit]

At 2nd level, 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 again.

Gunner You gain a +2 bonus to attack rolls you make with ranged weapons.

DEFENSE While you are wearing armor, you gain a +1 bonus to AC.

DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

TWO-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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 you 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.

Extra Attack[edit]

At levels 5 9 and 16, you can attack again, twice at level 5, three at 9 and four at 16.

Giant Slayer[edit]

At level 11, you are able to make an attack on a creature that misses or hits you within 5 ft as long as you can see them as a reaction.

Uncanny Dodge[edit]

At level 13, When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Horde Breaker[edit]

At level 14, you may make a reaction to attack a creature within 5 ft of another creature you hit

Vanish[edit]

At level 15, you have advantage on all stealth checks.

Evasion[edit]

At 18th level, you are able to impose a disadvantage on melee attacks rolls for 2 mins. you regain use of this ability after a long rest.

Volley[edit]

At 20th level, you are able to to attack all targeted creature within 10 ft of you as long as you can see them.

Archetypes[edit]

Marksman[edit]

The prime example of snipers, taking potshots from 600+ yards

Steel Will[edit]

Starting at 3rd level, You gain advantage on all wisdom saving throws against charmed

Feral Sense[edit]

Starting at 7th level, you add your INT and WIS Mod to your perception rolls

Stealthed Shot[edit]

Starting at 10th level, You may make a shot from the shadows that does 2d8 damage and breaking your stealth

Improved Critical[edit]

Starting at 17th level, You may crit on a 19 or 20


Sharpshooters[edit]

The quick draws of the long-range game.

Quick Shot[edit]

Starting a level 3, You may make an attack as a bonus action

Survival Instincts[edit]

At level 7, You gain a +2 to Nature and Survival Rolls.

Instincts[edit]

At level 10, you get to make an attack roll as a reaction and add 1d6 damage

Stealthed Attack[edit]

At level 17, you are able to make a melee attack while in stealth which does 2d10 damage

Prerequisites. To qualify for multiclassing into the Sniperclass, you must meet these prerequisites: Dexterity 16 Wisdom 15

Proficiencies. When you multiclass into the Sniperclass, choose one of the following proficiencies: Arcana or Insight

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