Base Class: Ranger
A deepwood sniper is a patient, careful, quiet, and deadly accurate individual. They are a stealthy, long range terminator whose arrows nail accurately from much longer ranges than those of other archers.
Deepwood Sniper Magic
Starting at 3rd level you can learn an additional spell when you reach certain levels in this class, as shown in the deepwood sniper spells table. The spell counts as a ranger spell for you, but it doesnt count against the number of ranger spells you know
Flawless Vision
At 3rd level, your keep eyesight gives you insight into your target's locations and defenses. You are able to see into lightly obscured areas without disadvantage on your Wisdom (Perception) checks. Additionally, if you have not moved on your turn, you can use your bonus action to give yourself advantage on your next ranged attack roll. When you use your bonus action in this way, you r speed is reduced to 0 until the end of your turn.
Sniper's Intuition
Starting at 3rd level, your shots with your bow are more effective at picking off targets from a distance. While you are wielding a ranged weapon with the two handed property, the normal and long range of that weapon is increased to 20 ft. This benefit increases as you gain levels in this class, increasing by an additional 20ft. at level 7th, 11th, and 15th level.
Additionally, when you hit a creature that is surprised or is unable to see you with a ranged weapon attack, the creature takes an additional 1d8 damage, or 3d8 damage on a critical hit. You also gain proficiency in the poisoner's kit.
Distracting Shot
At 7th level, your quick reflexes let you protect your allies with suppressing fire. As a reaction to a creature you can see within your normal range making an attack, you can make a ranged weapon attack against that creature with disadvantage. Whether or not you attack hits, you also impose disadvantage on the target creature's attack roll. You must then finish a short or long rest to use your Distracting Shot again.
Steady Aim
At 11th level, when you make a ranged weapon attack roll, you can choose to re-roll the attack. You can use this ability after you roll the die, but before the outcome is determined. If you choose to re-roll, you must use the new roll. You can use this feature two times. You regain all expended uses of it when you finished a long rest
Headshot Tactics
At 15th level, you have gotten more used to going for the head. Whenever you do a ranged attack roll with advantage, if both rolls were to hit the target, it counts as a critical hit for the purpose of increasing the 1d8 of Sniper's Intuition. When hit, the target must make a Constitution saving throw or be blinded until the end of your next turn. In addition, when attacking with advantage you score a critical hit on a roll of 19 or 20. This feature does not affect gargantuan or headless creatures.
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