| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 20 | +5 | +8 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 13 | +1 | +4 |
| CHA | 11 | +0 | +0 |
Sneak Attack (6d6):
Once per turn, the sniper deals an extra 21 (6d6) damage to one target they hit with a ranged weapon attack if they have advantage, or if another enemy of the target is within 5 ft of it and not incapacitated.
Cloak of Dusk:
While in dim light or darkness, the sniper has advantage on Stealth checks and may take the Hide action as a bonus action.
Shadow Step (Recharge 5–6):
As a bonus action, the sniper teleports up to 30 feet between areas of dim light or shadow they can see. The next attack made after teleporting has advantage.
Assassinate:
During the first round of combat, the sniper has advantage on attack rolls against any creature that hasn’t taken a turn yet, and any hit is a critical hit against a surprised creature.
Poisoned Arrows:
On hit, the target must succeed on a DC 15 Con save or take 2d6 poison damage and be poisoned until the end of their next turn
Multiattack:
The sniper makes two longbow attacks per turn.
Longbow: +9 to hit, range 150/600 ft., one target.
Hit: 9 (1d8+5) piercing + 7 (2d6) poison.
Shortsword: +9 to hit, 1d6+5 piercing + 2d6 poison.
Evasion:
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
Description
Elite assassins of the Imperial Black Division, Virin Shadow Snipers are the long reach of the Empire’s hidden hand. Trained in silence and patience, they serve as executioners, scouts, and counter-intelligence agents—tasked with eliminating threats before they become stories worth telling.







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