Base Class: Ranger
Lunar Snipers are a strange paradigm of hunters who don't rely on the shadow of night to aid them in their hunts. Instead, they have befriended the moon, and when they call upon it, its light gives them power, and its white face gives them clairvoyant guidance.
With this power and the knowledge given to them, they can make incredibly long-ranged shots, that only the fiercest of enemies can survive. Nowhere in the light of the moon is safe from these rangers.
Lunar Sniper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Lunar Sniper spell table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.
| Ranger Level | Spell |
| 3rd | bless |
| 5th | invisibility |
| 9th | clairvoyance |
| 13th | divination |
| 17th | tree stride |
Eyes of Astarte
At 3rd level, the moonlit sky becomes one of your greatest allies. Your eyes now take on those of a lunar predator, and you can see anything within 120ft of you as if you are in daylight unless it is in magical darkness. You also gain excellent pinpoint vision which allows you to see out to a half mile with enough clarity to read the cover of a book at that distance.
Marks of Selene
At 3rd level, you've learned to mark targets for death and remain patient to strike at a greater advantage later. You immediately gain knowledge of the hunter's mark spell if you don't already have it.
When you wish to cast hunter's mark, you may choose to spend an action and cast it as Marks of Selene instead. If you do so, it gains the following effect instead.
You may choose to mark up to three creatures, instead of one. You gain advantage to hit marked targets, and whenever you first deal damage to a marked target you deal an extra 2d6 radiant damage. After this damage is dealt, the mark remains on all creatures marked earlier, but they suffer the normal effects of hunter's mark.
Dance of Diana
At 7th level, you've learned to keep your enemies at a good distance, even in the middle of combat. If you are hit by a melee attack, you may use your reaction to shift into unreality and reappear 20 ft away to a space you can see. If the creature that attacked you is marked by Mark of Selene, you may make a ranged attack against them.
Arrows of Artemis
At 11th level, you have befriended the moon, and it does its best to help you destroy your enemies. As an action, you see the exact location of every creature within 120 ft of you, or 60 ft if you cannot see the night sky, even if they are behind full cover, or invisible. You may then make one ranged attack against any creature you can see.
This attack ignores full cover, as the radiant power of the attack given to it by the moon allows it to penetrate up to 10 ft of stone or 2 ft of metal. If the attack hits, it deals an additional 2d10 radiant damage, or 4d10 against your favored enemies.
Creatures who are hidden from divination magic, or have at least 15 ft of stone between you and them are not revealed by this feature.
You may use this feature a number of times equal to your Wisdom modifier before you must finish a long rest.
Whispers of Phoebe
At 15th level, you regularly receive whispers from the moon, telling you about your surroundings and your future, which gives you many a moment in which you have deja vu. You can no longer be surprised and you may immediately take the first turn during any surprise rounds in which you would have been surprised.
You have advantage on any Dexterity saving throws you are forced to make by creatures or traps.
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