Wizard
Base Class: Wizard

A magical sniper that watches over the battlefield, a discipline that was created by war mages that where sick of running out of options. When the battle has went too far, their spells running dry the magical sniper relies on their bow.

Sniper Poise

As a Bonus Action, you invoke a magical stance called the Sniper Poise, provided you aren’t wearing armor or using a Shield.

The Sniper Poise lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use a melee weapon. You can dismiss the Sniper Poise at any time (no action required).

While the Sniper Poise is active, you gain the following benefits. You can invoke the Sniper Poise a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.

Agility. Your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.

Sniper Arcana. Whenever you attack with a ranged weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Dexterity.

Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.


Select Invoke the Sniper Poise below to apply the effects. Deselect it to dismiss the Sniper Poise.

Invoke the Sniper Poise

The Sniper Poise lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use a melee weapon. You can dismiss the Sniper Poise at any time (no action required).

While the Sniper Poise is active, you gain the following benefits. You can invoke the Sniper Poise a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.

Agility. Your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.

Sniper Arcana. Whenever you attack with a ranged weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Dexterity.

Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.

Level 3: Sniper Poise

As a Bonus Action, you invoke an the Sniper Poise, provided you aren’t wearing armor or using a Shield.

The Sniper Poise lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use a melee weapon. You can dismiss the Sniper Poise at any time (no action required).

While the Sniper Poise is active, you gain the following benefits. You can invoke the Sniper Poise a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.

Agility. Your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.

Sniper Arcana. Whenever you attack with a ranged weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Dexterity.

Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.

Level 3: Sniper Training and Discipline

You gain proficiency with Longbows ignoring the Heavy Property.

You gain the Weapon Mastery Slow (Longbow) and Vex (Shortbow)

You can use a Ranged weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.

You gain proficiency with Acrobatics

You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth or Survival.

Level 6: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Wizard cantrips that has a casting time of an action in place of one of those attacks.

Level 10: Lingering Magic

Once per short rest, when you have Archer's Poise activated and you successfully landed a ranged weapon attack you can add 3d6 force damage from the lingering arcane magic lingering on your arrows.

Level 14: Mow them Down

After you cast a spell that has a casting time of an action, you can make one attack with a ranged weapon as a Bonus Action.

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