Ambusher. In the first round of combat, the sniper has advantage on any creature it surprised.
Called Shot (1/day). As a bonus action, the sniper can choose to deal max damage on its next successful attack.
Hidden in Plain Sight. While motionless, the sniper gains a +5 bonus to stealth checks and their longbow and heavy crossbow attacks do not reveal their location.
Sneak Attack. Once per turn, the sniper deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll or when the target is within 5 feet of an ally of the sniper that isn't incapacitated and the sniper doesn't have disadvantage on the attack roll.
Sniper. The sniper's range with ranged weapons is doubled.
Multiattack. The sniper makes 2 longbow attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 300/1200 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 200/800 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Musket. Ranged Weapon Attack: +6 to hit, range 120/200 ft., one target. Hit: 15 (2d10 +4) piercing damage.
Description
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. A sniper is a master of aiming ranged weapons and is an expert of ambushing unaware creatures. They can take out threats before combat even begins.
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Posted Jun 24, 2022This is a fantastic stat sheet, full credit to the creator.
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Posted Aug 20, 2024You got some really interesting ideas on this character sheet, I like the Called Shot idea. What I would do is rework it so that way if the sniper makes a Called Shot they can only make one attack. That way their not doing too much damage. I would also condense it a bit, there is a lot of features on there CR 2 monster. My rule is that if its a minion it should have 1-2 features that need a read through. Mini boss needs 2-4. Bosses should have +5. The fact you have 5 abilities to keep track of (not including your attacks) means it is easier for you to lose track of what your doing in combat. For simplicity give the sniper the spell Pass Without A Trace or Invisibility, Ambusher isn't needed if the sniper is firing from hidden cover or is invisible. Also ditch Sneak Attack, its a bit redundant when you already have Called Shot. Otherwise good ideas!