Base Class: Ranger
You have become the unseen force of nature, unnerving and foiling enemies from a distance. A Dread Sniper stalks those that seek to usurp the natural order of the world and to set dread upon them. Specializing in fighting from a distance, snipers flit about the field of battle, attacking from range. They exploit the haunting chill of being watched, the growing terror of being attacked from a distance.
Dread Sniper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dread Sniper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Dread Sniper Spells
| Ranger Level | Spell |
|---|---|
| 3rd | bane |
| 5th | misty step |
| 9th | counterspell |
| 13th | hallucinatory terrain |
| 17th | scrying |
Enhanced Agility
At 3rd level, you recognize the importance of putting distance between yourself and your enemies. Your movement speed increases by 10 feet while you are not wearing heavy armor.
Unnerving Strike
Starting at 3rd level, you can strike terror into your foes, foiling their attacks and punishing them for harming others. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a ranged weapon attack, the creature takes an extra 1d4 psychic damage from the attack and must make a Wisdom Saving Throw against your Spell Save DC. On a failure, the creature becomes unnerved and has disadvantage on its next attack roll that doesn't target you. On a success, the creature becomes immune to this feature. When you reach 11th level in this class, the extra damage increases to 2d4.
Unshakable Determination
At 7th level, your experience tormenting your foes has instilled an unshakable determination. You gain advantage against being charmed and frightened.
Follow Shot
At 11th level, you gain the ability to magically follow your errant projectiles. Once per turn, when you make a ranged weapon attack and fail to hit, you can teleport up to 10 feet away from the intended target to an unoccupied space you can see. You then pick up the errant projectile and fire again.
Sniper's Escape
At 15th level, you are difficult to pin down during a fight. When an enemy ends its turn within 5 feet of you, you can use your reaction to move your full movement speed away. This movement does not provoke opportunity attacks.
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