Base Class: Rogue
The Sniper is a gunslinger roguish archetype that relies on taking only one shot and being done. More often than not, the sniper is hidden and far away from their target. Masters of hiding, they wait for the moment to be right before taking the shot, and then they eliminate the target.
Class Features
|
Rouge Level |
Feature |
|
3rd |
Bonus Proficiencies, Adept Concealment |
|
9th |
Sniper Nest |
|
13th |
Gaze Into the Scope |
|
17th |
Crippling Shot |
Bonus Proficiencies
Once you choose this archetype at 3rd level, you gain proficiency with Tinker's tools and Firearms.
At DM's discretion, you can modify your rifle using the table detailed at the end of the class description.
Adept Concealment
When partially obscured by factors natural or otherwise such as by foliage, snow, fog, or the darkness behind a window, you also have partial cover (1/2 or 3/4 as determined by the DM). When under partial cover, you have advantage on Dexterity (Stealth) checks.
While covered in this way, any attack you make affords you extra damage equal to two sneak attack die, whether or not you have sneak attack on the hit.
Sniper Nest
Starting at 9th level, you can spend one hour creating a place for you to hide and take your shots.
While you are in your nest, you have a +5 bonus to Dexterity (Stealth) checks and anyone who attempts to find you has a -5 penalty to Wisdom (Perception) Checks to find you.
Additionally, for every hour you spend in your nest without revealing your position, you add one to the attack and damage roll, to a maximum of your Wisdom modifier.
Gaze Into the Scope
Beginning at 13th level, you excel in single target elimination. While in your Sniper Nest, you can make a Wisdom (Insight) check (equal to 10 + half of the target's Challenge Rating or Level, rounded down)to determine the best place to strike the target. On a success, on your first attack against the target you add double your proficiency bonus to the attack and damage roll.
On a failure, the creature is immune to the effect for the next 24 hours.
Crippling Shot
At 17th level, you can take a combatant out of the fight with a well placed shot. Once per turn, when you hit a creature you have sneak attack on, you can forgo your sneak attack damage to force that creature to make a Constitution saving throw or be paralyzed for a number of minutes equal to your Dexterity modifier. The DC is equal to 8 plus your Wisdom modifier plus your proficiency bonus.
Property Definitions
|
Property Name |
Definition |
|
Two-Handed |
Weapon needs two hands to be weilded effectively. |
|
Reload _ |
How many times the weapon can be fired before reloading as an action. |
|
Heavy |
Weapon cannot be weilded by those with a strength score lower than 13. |
|
Single Shot |
Weapon cannot have any magazine upgrades applied. |
|
Expensive |
Weapon modifications cost twice as much. |
|
Cumbersome |
Weapon takes an action to stow/draw |
|
Complex |
Weapon modifications take twice as long. |
Rifle Patterns
|
Name |
Cost |
Range |
Damage |
Weight |
Properties |
|
Musket |
300 GP |
(120/480) |
1d12 piercing |
10 lb. |
Two-Handed, Reload 1 |
|
Marksman’s Musket |
400 GP |
(200/800) |
1d12 Piercing |
10 lb. |
Two-Handed, Reload 1 |
|
Bolt Action Rifle |
600 GP |
(150/600) |
1d12 + 2d6 Piercing |
12 lb. |
Two-Handed, Reload 1 |
|
Heavy Bolt Action Rifle |
1000 GP |
(120/480) |
1d12 + 4d6 Piercing |
15 lb. |
Two-Handed, Heavy, Reload 1 |
|
Semiautomatic Rifle |
800 GP |
(90/360) |
1d10 Piercing |
10 lb. |
Two-Handed, Reload 6 |
|
Heavy Semiautomatic Rifle |
1200 GP |
(60/180) |
2d10 Piercing |
12 lb. |
Two Handed, Heavy, Reload 6 |
|
Mountain Buster |
3000 GP |
(300/1200) |
4d12 Piercing |
30 lb. |
Two-Handed, Reload 1, Single Shot, Expensive, Complex, Cumbersome |
Rifle Modifications
Rifle can only have one type of modification from each category.
Rifle can have a number of modifications equal to your Intelligence modifier plus half of your Proficiency Bonus, rounded down.
|
Modification Name |
Prerequisites, Cost, Time |
Effect |
|
General Upgrades |
||
|
Crossbow Upgrade |
3rd Level, 200 GP, 12 Hours |
Upgrades a Crossbow to a musket. Any magical bonuses are lost |
|
Change Rifle Pattern |
3rd Level, ½ Base Cost, 24 Hours |
Changes one rifle pattern out for another, modifications are lost in the process. |
|
Barrel Upgrades |
||
|
Rifling |
11th Level, 400 GP, 8 Hours |
Range is 1.5x base |
|
Advanced Rifling |
15th Level, Rifling, 600 GP, 8 Hours |
Range is doubled from base |
|
Muzzle Upgrades |
||
|
Silencer |
11th Level, 600 GP and Caster Help, 12 Hours |
Attacking while hidden only reveals your position to the target. |
|
Flash Hider |
7th Level, 200 GP, 8 Hours |
Attacking while further than 120 feet away does not reveal you on your first attack. |
|
Bayonet |
3rd Level, 100 GP, 2 Hours |
Can make a melee attack with the rifle dealing 1d6 piercing damage. |
|
Scope Upgrades |
||
|
Scope |
11th Level, 1500 GP, 8 Hours |
Ignore disadvantage in upper range |
|
Darkvision Scope |
15th Level, Scope, 1000 GP,8 Hours |
While looking down scope, have darkvision for 1200 feet. |
|
Advanced Scope |
15th Level, Scope, 2000 GP, 12 Hours |
Advantage in lower range of rifle |
|
Tracking Scope |
19th Level, Advanced Scope, 2500 GP and 11th level Spellcaster Help, 18 Hours |
Advantage in lower and upper range of rifle, add dexterity bonus to attack rolls twice. |
|
Magazine Upgrades |
||
|
Magazine |
7th Level, 200 GP, 6 hours |
Adds intelligence modifier to reload property |
|
Extended Magazine |
11th Level, Magazine, 300 GP, 8 Hours |
Adds twice intelligence modifier to magazine. |
|
Magical Magazine |
11th Level, Magazine, 500 GP, 7th Level Spellcaster Help, 12 Hours |
Ammunition is magical and costs twice as much to make. |
|
Extended Magical Magazine |
15th Level, Magical Magazine, 1000 GP, 11th Level Spellcaster Help, 18 Hours |
Adds twice intelligence modifier to magazine. Ammunition is magical and costs twice as much to make. |
|
Ammunition Options |
||
|
Bullets |
3rd Level, 10 GP, 4 Hours |
Basic ammunition |
|
Explosive Bullets |
11th Level, 40 GP, 12 Hours |
Ammunition explodes on contact, causing creatures within 5 feet of target to make a Dexterity saving throw (DC 8+Proficiency+Intelligence Modifier) or take 4d6 fire damage. Damage halved on success. If the bullet hits a creature, they automatically fail their saving throw. Gain 20 ammunition per Craft |
|
Elemental Bullets |
15th Level, 20 GP, Caster Help 18 Hours |
Ammunition does one type of damage from Fire, Cold, Lightning, or Thunder. Gain 20 Ammunition per Craft |
|
Holy Bullets |
7th Level, 20 GP, Divine Caster or Priest Help, 8 Hours |
Ammunition does Radiant damage Gain 20 Ammunition per Craft |
|
Unholy Bullets |
7th Level, 20 GP, Caster Help, 8 Hours |
Ammunition does Necrotic damage Gain 20 ammunition per Craft |
|
Eldritch Bullets |
7th Level, 20 GP, Pact Magic Caster help, 8 hours |
Ammunition does Force damage Gain 20 ammunition per Craft |
|
Acidic Bullets |
7th Level, 20 GP, Arcane Caster Help, 8 Hours |
Ammunition does Acid damage Gain 20 ammunition per Craft |
|
Prismatic Bullet |
11th Level, 30 GP, Caster Help, 8 Hours |
Ammunition does 2d8 damage, damage type is determined by first d8
|
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/24/2020 2:12:59 AM
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