Regeneration. The Alriyah Sniper regains 10 hit points at the start of their turn if they have at least 1 hit point and isn't in sunlight or running water. If Alriyah Sniper takes radiant damage or damage from holy water, this trait doesn't function at the start of Alriyah Sniper's next turn.
Trained Archer. Long-ranged attacks from the Alriyah Sniper do not have disadvantage, and ignore all but full cover. Additionally, they can choose to take a -5 penalty to their attack roll to add +10 to the damage of said attack.
If an attack that deals Piercing damage rolls a critical hit, Alriyah Sniper can roll an additional damage die.
Trapping Arrows (3/Short Rest). When the Alriyah sniper makes a Weapon Attack, they can augment the attack with one of the following traits:
- Bursting Shot: After the attack hits a creature, the target and all creatures within 10 ft. take 6 (2d6) points of force damage.
- Seeking Shot: The target must make a DC 14 Dexterity Saving Throw, or take an extra 3 (1d6) points of force damage from the attack, and be marked by the Alriyah Sniper for 1 minute.
- Piercing Shot: Each creature in a 30 ft. line from the Alriyah Sniper must make a DC 14 Dexterity Saving Throw. If they fail, they take the attack's damage as well as an extra 3 (1d6) extra piercing damage.
Innate Spellcasting. Alriyah Sniper's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Alriyah Sniper can innately cast the following spells, requiring no material components:
1/day: silent image, invisibility
Multiattack. The Alriyah Sniper can take 2 attacks on their turn.
Trappers Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Any creature that is not humanoid, undead, or construct must make a DC 14 Charisma Save. On a success, nothing happens. On a fail, the affected creature has disadvantage on Dexterity or Strength saving throws until the end of their next turn.
Poisoned Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage in melee, or 6 (1d4 + 4) piercing damage at range, plus 3 (1d6) poison damage.
Tranquilizer. When the Alriyah Sniper would reduce a creature that isn't an Undead or Construct to 0 HP, they can use their reaction to induce a sleeping agent, making the target stable yet unconscious.
Description
A vampiric knight skilled in long-distance combat. Vowing allegiance to the beastkeeping master of The Rozen Court, they are skilled in downing various beasts as well.
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