Decide which of the skills you want from the Planar Sniper. I would say strip out the Sniper's Shot and the Extra Attack. The Sniper's Shot just complicates things and why would a sniper have an extra attack if he's like an actual sniper? Most of the other abilities are options. I would say make a big list of options to pick from, similar to the Way of the Four Elements Monk. Maybe you can have 6 of the abilities by level 20.
I would also say just make an ability for each plane, maybe a few non-specific ones. I would say try to copy the Arcane Archer skills from XGtE, but rename them. Banishing Arrow to Banishing Shot or, because it has to do with the Feywild, Feywild Shot. For beguiling arrow, Astral Shot; bursting arrow, brass shot; piercing arrow, ethereal shot; seeking arrow, Mechanus Shot; shadow arrow, shadowfell shot; enfeebling arrow, Limbo Shot; grasping arrow, abyss Shot.
The modern hunting rifle, modern automatic rifle, and renaissance musket are all ridiculously powerful compared to most weapons, so I would use the renaissance musket, which is the least powerful, but still deals a 1d12 piecing damage.
For additional abilities at 3rd, 7th, 11th, and 15th? Maybe for 3rd Level some spells. I would say a choice between the 2 spells bane and darkness or bless and misty step. 7th level maybe the deal an additional 1d6 piercing, bludgeoning, or force damage that can be used an amount of times equal to your ranger level. 11th level quarter and half cover don't matter. 17th level your range becomes 300 feet?
the class is called planar sniper if some one help me make it in to one here is the link to the planar sniper class https://www.dandwiki.com/wiki/Planar_Sniper_(5e_Class)
Decide which of the skills you want from the Planar Sniper. I would say strip out the Sniper's Shot and the Extra Attack. The Sniper's Shot just complicates things and why would a sniper have an extra attack if he's like an actual sniper? Most of the other abilities are options. I would say make a big list of options to pick from, similar to the Way of the Four Elements Monk. Maybe you can have 6 of the abilities by level 20.
I would also say just make an ability for each plane, maybe a few non-specific ones. I would say try to copy the Arcane Archer skills from XGtE, but rename them. Banishing Arrow to Banishing Shot or, because it has to do with the Feywild, Feywild Shot. For beguiling arrow, Astral Shot; bursting arrow, brass shot; piercing arrow, ethereal shot; seeking arrow, Mechanus Shot; shadow arrow, shadowfell shot; enfeebling arrow, Limbo Shot; grasping arrow, abyss Shot.
The modern hunting rifle, modern automatic rifle, and renaissance musket are all ridiculously powerful compared to most weapons, so I would use the renaissance musket, which is the least powerful, but still deals a 1d12 piecing damage.
For additional abilities at 3rd, 7th, 11th, and 15th? Maybe for 3rd Level some spells. I would say a choice between the 2 spells bane and darkness or bless and misty step. 7th level maybe the deal an additional 1d6 piercing, bludgeoning, or force damage that can be used an amount of times equal to your ranger level. 11th level quarter and half cover don't matter. 17th level your range becomes 300 feet?
Do whatever you want with what I wrote.
Check out my Homebrew.
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