Base Class: Wizard
Spellwarp Snipers command absolute control over their magic, bending and shaping it to unleash devastating strikes against their foes. The ability to bend area of effect spells into rays sets Spellwarp Snipers apart from other wizards. Their pinpoint accuracy and brutal efficiency has given them something of a reputation among their fellow arcane casters. However, being a Spellwarp Sniper is not without risk. While missing with a spell may be to great a risk for most wizards, Spellwarp Snipers embrace that risk, knowing the reward of hitting with their spell is far greater than the risk of not hitting at all.
Point Blank Shot
Starting at 2nd level, your ability to make well-placed shots with spells at close range increases. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls. In addition, you gain a +1 bonus to spell attack rolls. The bonus increases when you reach certain levels in this class, increasing to +2 at 6th level and +3 at 14th level.
Sudden Raystrike
Starting at 2nd level, you gain the ability to unleash devastating bursts of arcane energy. Once per turn when you hit a creature with a wizard spell that requires a ranged spell attack roll, you can empower the spell with additional destructive magical energy. When you do so, add damage equal to your Intelligence modifier (minimum 1) plus an additional spell damage die to one damage calculation of the spell against one of the spell's targets. The number of additional damage dice you can add increases as you gain levels in this class; two at 5th level, three at 11th level, and four at 17th level. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
Spellwarp
Starting at 6th level, you gain the ability to channel your explosive spells into concentrated beams. Once per turn when you cast wizard spell of 5th level or lower that targets an area, does damage, and has an instantaneous duration, you can warp the spell into a ray. When you do so, make a spell attack roll against a target you can see within range. The range of the ray is the spells normal range or 120 feet (whichever is greater). On a hit, the target takes the normal damage and suffers all of the normal effects of the spell as if they had failed a saving throw, if applicable. If a spell requires a target to make a saving throw at the end of each of their turns, the target makes the saving throws as normal. At your DM’s discretion, an effect of a spell may not occur in this way. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Arcane Hijack
Starting at 10th level, your experience with bending and shaping magic has given you ways to defend yourself against certain types of it. When you are hit with a spell that requires an attack roll, you can use your reaction to make an ability check using your Intelligence modifier. The DC of this check equals 10 + the spell's level. If you succeed you take control of the spell and can redirect the spell to another target. When you do so make a ranged spell attack roll against a creature you can see within the spells range. On a hit, the target takes the normal damage and suffers all of the normal effects of the spell.
Unerring Marksman
Starting at 10th level, you gain the ability to control and bend the trajectory of your spells, even after you’ve fired them. When you make a ranged spell attack roll and miss, you can use your reaction to reroll the attack, potentially causing it to hit.
Bouncing Rays
Starting at 14th level, your control and mastery of your rays reaches its pinnacle. When you hit a target with a wizard spell that requires a ranged spell attack roll, you may also cause the spell to ricochet towards another target. When you do so, make another ranged spell attack roll at disadvantage against a target you can see within 10 feet of the initial target. On a hit, that target suffers half as much damage and all the same effects as the original target. You may also attempt to bounce wizard spells that require a ranged spell attack roll off various surfaces such as walls and ceilings to circumvent full cover and hit targets that would otherwise be unhittable.
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