Base Class: Fighter
The path of the sniper is one of discipline and solitude. The master of ambush tactics and deliberate, precision attacks, the sniper’s credo is “one shot, one kill.”
While many warriors revel in the physicality of combat or the adrenaline rush of life and death contests, the sniper approaches its bloody work with an ethos that is as pragmatic as it is destructive: attack and escape without a trace, expending as little ammunition as possible.
Specializing in rigging a situation to gain maximal possible advantage, the sniper will scout out a perfect position to lay in wait, gladly exchanging mobility for a short window to employ a critical strike, impeccably timed and executed.
Patient Hunter
Level 3 Sniper feature:
You gain Proficiency in the Perception and Stealth skills.
Level 3: Set Your Sights
Level 3 Sniper feature:
As an Action, you settle into position, lock your sights onto a creature or location you can see, and become Focused on your Target.
-You can remain Focused on a Target so long as it remains within a 15ft-wide Line of Sight, which is centered on and moves with your Target. If you are Focused on a location, you can pick up a Target that moves within your line of sight as a free action, and you may change your Target within your line of sight as a free action. You may move your Line of Sight up to 50 feet in either direction while remaining Focused as a Bonus Action.
-You can end the Focused condition at the end of your turn with no action required.
-If your Target breaks your Line of Sight by becoming fully obscured (such as within or behind a building), you may maintain your Focused condition on a location in your Line of Sight, provided you don’t use any movement.
While you begin your turn Focused:
-Your movement speed is 0 until the end of your turn.
-Your (WIS) Perception checks requiring sight to perceive anything outside your Line of Sight have a -10.
-All attacks against you from creatures outside your Line of Sight have Advantage.
-Any Bonus Action or Reaction that requires you to look outside your Line of Sight ends this condition.
-When you take damage, roll a Concentration save to maintain your Focus.
-You have Advantage on all Perception, Investigation, Insight, and Intimidation skill checks made against your Target.
-You have Advantage on saving throws against any spells or effects created by your Target.
-Your Target has Disadvantage on all attacks made against you.
-Your attacks against your Target are made at Advantage.
-You consider attack rolls against your Target of 19 or 20 as critical hits.
Level 7: Mental Fortitude
Level 7 Sniper feature:
Your capacity for single-minded focus has granted you proficiency in Wisdom Saving Throws.
Level 7: Bird of Prey
Level 7 Sniper feature:
You have a climbing speed of 30 ft.
You gain Proficiency in the Investigation and Survival skills.
You can use the Hide action as part of your Set your Sights action.
When you start your turn Focused:
You may make a Stealth check at DM discretion to retain half your movement speed while Focused (must still retain Line of Sight on your Target). Your movement speed remains 0 on a failed check, but no penalty otherwise.
Gain a +5 to all Perception checks using senses other than sight.
Gain Darkvision out to 120ft within your Line of Sight.
Gain a +5 to all Perception and Investigation checks using sight within your Line of Sight.
Level 10: Lethal Threat
Level 10 Sniper feature:
When you start your turn Focused:
Your Target becomes vulnerable to all damage dealt by your first attack each turn. If it is resistant, it loses that resistance. If it is immune, it becomes resistant.
While Focused, if you reduce a creature to 0HP, score a critical hit, or deal massive damage (adjudicated by the DM) any creatures of your choice that are within 30ft of the creature and witnessed the attack must make a Wisdom saving throw equal to 8+ your PB+ Dex modifier. On a failed save, they are Panicked, and must spend their next turn moving their full movement speed in the direction of the nearest cover, or opposite your general direction if no cover is available, until they find cover or use all their movement, taking the Dash action if necessary. They may act normally otherwise.
Hyper Focus
Level 15 Sniper feature:
While Focused, as a Bonus Action, you can expend a use of your Second Wind to become Hyper Focused. In this state, you are immune to the Frightened and Charmed conditions, can double your proficiency bonus to any Perception and Investigation checks you make, automatically succeed on any Concentration checks to maintain Focus, and gain back your full movement speed. You may treat any rolls of 18 or higher against your Target as Critical hits. This state persists for as long as your Focus is maintained.
Death's Arrival
Level 18 Sniper feature:
Your presence is a terrifying prospect in battle. You can force any creature you've made Panicked to make a Wisdom saving throw or become Stunned after they have ended their movement and found cover. No effect on a successful save. This stun lasts for 1 minute, as they are huddled in fear, and the creature may make the WIS save again at the end of its turn.
You can freely change Targets between any Panicked creatures on your turn, regardless of their position relative to your Line of Sight.







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