Base Class: Rogue
Armed with arrows made of pure faith and light, the Divine Sniper specializes in getting in, eliminating their target, and getting out. Empowered by light that shines forth from their very soul, their arrows can light the blackest night. This tradition is common in Thrane and other fortresses of the Silver Flame, as its lay worshippers are encouraged to practice archery. The Argentum actively recruits Divine Snipers, both for their potent archery skills and their roguish abilities. The shulassakar of the Talenta Plains also share deep ties to the Silver Flame, and Divine Snipers are counted among their number. The Deathguard of Aerenal holds both deathless and mortal Divine Snipers, empowered by the light of Irian. Kalashtar and Adarans of the Path of Light refer to Divine Snipers as Soulbows, according them great respect.
Inner Light
Starting at 3rd level, your inner light shines brightly in the darkness. You gain proficiency with the longbow, and you learn the light cantrip, which you can cast as a bonus action with a casting range of 60 feet instead of touch only. Your spellcasting ability modifier for this spell is Charisma. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if it is in bright light shed by a spell you cast, as long as you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Luminous Arrow
At 3rd level, you manifest arrows of brilliant light when you draw back your bowstring. You no longer need physical ammunition for a longbow or shortbow. When you attack using this feature, your luminous arrow deals radiant damage and vanishes immediately after it hits or misses its target.
Light of Faith
At 9th level, your connection to your inner light deepens. If you cast the light cantrip multiple times, it does not end the spell effect on the previous object. Instead, you can affect a number of objects at a time equal to your Charisma modifier. You can dismiss such an effect as an action or when you cast this spell. In addition, for the purpose of dispelling magical darkness, your light cantrip counts as a spell of the level equal to one third of your rogue level (rounded down).
Doubleshot
Starting at 9th level, when you take the Attack action on your turn to make a ranged weapon attack, you can make an additional attack as a bonus action.
Daybreak
Beginning at 13th level, you can choose for the light shed by your light cantrip to be considered sunlight.
Brilliant Beam
Starting at 17th level, when you draw back your luminous arrow on its bowstring, you can choose to project it as a dazzling ray of sun. As an action, you create a beam of sunlight that is 120 feet long and 5 feet wide, extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw . On a failed save, a creature takes 10d6 radiant damage, and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage, and is not blinded. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. Once you use this feature, you can't use it again until you finish a short or long rest.
Comments