Wizard
Base Class: Wizard

These versatile battlemages load spells into their crossbows and other ranged weapons to devastate their enemies. Their familiars are their eyes and ears on the battlefield, guiding their attacks unerringly towards the target. Together they form a sniping team capable of effectively bringing down enemies from afar.

Infiltration Expert

Beginning when you select this school at 2nd level, you become an expert in infiltrating difficult to reach places, securing you the best positions for sniping. You gain proficiency in the Stealth skill. 

In addition, once per long rest, you can use an action to gain either the effects of Spider Climb, or Water Breathing and swimming speed equal to your walking speed, for 10 minutes. If you are out of uses you can spend a spell slot of any level to use this ability again.

Targeting Familiar

Also at 2nd level, your psychic link with your familiar becomes even more advanced, helping you to lock your aim on your targets more effectively. Or perhaps you installed a targeting laser into your owl.

When your familiar uses the Help action to give advantage to a ranged attack, it can do so from up to 30 feet away from the enemy it is helping against.

In addition, your familiar can try to analyse the defenses and weak spots of the target. When you use an ability check to try to learn information from the target your familiar is helping you against, you have advantage on the roll. This ability can be used to your proficiency bonus times per day.

Your Familiar is also empowered, gaining temporary hit points equal to twice your wizard level when it is summoned, and at the end of every short or long rest.

Spellshot

Beginning at 6th level you learn to combine ranged weapons and spellcasting more effectively.

When you use the Attack action to make a ranged attack, you can infuse your ammunition with the magic of a cantrip. If you use this feature, you can only make 1 attack during this turn, even if you have other features that would allow you to make more attacks (e.g. Crossbow Expert, Extra Attack, Haste).

If you hit your target with your attack roll, you can immediately make a spell attack roll against the same target. On a hit, the target suffers the effects of either Fire bolt, Chill Touch, Shocking Grasp or Ray of Frost. You don't need to have learned any of these cantrips to cast them in this way, and the maximum range of your cantrip is considered to be the same as the long range of your ranged weapon for this attack.

Defensive Protocols

Starting at 10th level, when you are hit by an attack, you can use your reaction to immediately turn invisible until the start of your next turn and teleport to within 10 feet of your familiar. If your teleport would end in the air you fall down as if under the effects of Feather Fall. You can use this ability once per long rest. If you are out of uses, you can spend a spell slot of 3rd level or higher to use this ability again.

Advanced Spellsniping

Beginning at 14th level, if you had advantage on your ranged attack roll from your Targeting Familiar, your spell attack roll from Spellshot also has advantage. If both the ranged weapon attack and spell attack were made with advantage and both hit, you can add twice your Intelligence modifier to the damage of the cantrip.

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