Base Class: Ranger
Some hunters prefer to stalk the wilderness in solitude, tracking prey for days or weeks and waiting for the perfect opportunity to attack. Snipers live for the perfect shot, preferring to strike at a creature who never saw the arrow coming.
Sniper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the 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.
Sniper Spells
| Ranger Level | Spells |
|---|---|
| 3rd | grease |
| 5th | spider climb |
| 9th | slow |
| 13th | hallucinatory terrain |
| 17th | hold monster |
Mark The Wind
You learn how to mark your target with an arrow that carries a supernatural awareness of your aim.
When you hit a creature with a ranged weapon attack, you can mark them for a number of rounds equal to your wisdom modifier. Once marked:
You ignore disadvantage caused by cover or long range when attacking that target.
If the target attempts to move more than 10 feet, you can use your reaction to make a single ranged weapon attack against it.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all uses on a short rest.
Ghost Step
Your time in the wild has taught you how to relocate in silence. When you make a ranged weapon attack while hidden, whether you hit or miss, you can immediately move up to 15 feet without provoking opportunity attacks. If you move into cover, you can attempt to Hide again as a free action.
Breath And Anchor
You can enter a state of absolute stillness and precision. When you take the Hide action and are not moving, you can:
Hold your breath and become undetectable to tremorsense and blindsight until the start of your next turn.
If you remain motionless, your ranged weapon attacks on your next turn have advantage and deal additional damage equal to your Wisdom modifier.
One With The Wind
Your senses become supernatural in their sharpness. You gain the following benefits:
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You ignore half and three-quarters cover with your ranged weapon attacks.
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You can see normally in magical and nonmagical darkness up to 120 feet.
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You can pinpoint invisible or unseen creatures within 30 feet of you as long as they are not behind total cover as a bonus action, negating the detriments involved with attacking an invisible creature or being attacked by them until the start of your next turn.
Impossible Shot
You’ve mastered the art of striking through multiple targets or taking a shot no one else could. When you make a ranged weapon attack and hit a creature, you can choose one of the following effects:
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Through and Through. Choose a second creature farther from you than the first, but at least within your long range. Make another attack roll against the second target. On a hit, the second creature takes the same weapon damage as the first.
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Ricochet. If the first creature is standing next to a solid surface, you can ricochet the shot into a second target within 30 feet. The second target takes 2d10 force damage and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.
You can use this feature a number of times equal to your proficiency bonus per short rest. You are not limited in the number of times in one round you can use this feature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/2/2025 8:16:01 PM
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1
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0
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Cethea
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Coming Soon
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