Base Class: Rogue
The Spellwarp Sniper is a surgeon with his spells. He delivers high damage and destructive power in the form or focused ranged attacks, changing the nature of spells into attacks of unparalleled destruction.
He is also a very effective scout, since he can divine the position of his targets before actually engaging them, mixing his natural stealth abilities with his divination powers to always know the location of his hidden enemies.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips from the wizard spell list, but one must be a ranged spell attack cantrip. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Spellwarp Sniper Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell chromatic orb and have a 1st-level and a 2nd-level spell slot available, you can cast chromatic orb using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and divination spells on the wizard spell list.
The Spells Known column of the Spellwarp Sniper Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or divination spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellwarp Sniper Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Surgical Cantrips
Starting at 3rd level, cantrips count as a ranged weapon for you to add your sneak attack damage to. This only applies to cantrips that make you roll a ranged spell attack, not to those that force the enemy to make a saving throw.
If a cantrip would hit or deal damage to more than one target, you must divide the sneak attack damage evenly between those targets. In the case of uneven targets, you can choose to deal more damage to a single target (for example if you have two targets and three dice of sneak attack damage, you can choose which target would suffer an additional dice).
The sneak attack damage of the cantrip is of the same type of damage that the cantrip normally deals.
All requirements for the attack to count as a sneak attack have to be met, just like a regular sneak attack, for this effect to apply to your cantrips.
Divine and Destroy
Starting at 9th level, during the whole duration of an active divination spell or the round after you use an instantaneous divination spell that is used to locate things (like Detect Magic, Detect Thoughts or Locate Object), you can ignore 1/2 and 3/4 cover on your ranged spell attacks. You also don´t have disadvantage against a hidden creature if you know their exact location. This ability only works up to the range of your active divination spell.
Also, your spells of 1st level also gain the benefit of Surgical Cantrips. The spells must be ranged spell attacks to gain the benefits of that ability.
Rebounding Spell
At 13th level, during the whole duration of an active divination spell or the round after you use an instantaneous divination spell that is used to locate things (like Detect Magic, Detect Thoughts or Locate Object), you can ignore up to total cover on your ranged spell attacks, as long as you know where the target is located. Your spell rebounds on the environment to strike them, although they must still be on reach of the spell´s range. You also don´t have disadvantage against an invisible creature if you know their exact location. This ability only works up to the range of your active divination spell.
Also, your spells of 2nd level also gain the benefit of Surgical Cantrips. The spells must be ranged spell attacks to gain the benefits of that ability.
Spellwarp Mastery
At 17th level, you can make all spells you know of 3rd level or lower, including cantrips, that affect an area and deal damage in case of a failed saving throw a lot more devastating.
When you cast that type of spell, you add half your sneak attack damage rounded down to the total spell damage if its a single roll, or half your sneak attack damage to each enemy affected if it´s a separate roll. The damage is identical to the spell´s damage.
For this ability to work, you must cast either the spell either hidden or invisible. Enemies that are surprised or would have disadvantage against the spell´s saving throw also suffer the additional damage.
Also, your spells of 3rd level also gain the benefit of Surgical Cantrips. The spells must be ranged spell attacks to gain the benefits of that ability.
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