Medium Humanoid
Armor Class 16 (Australia Power)
Hit Points 125 (40d4)
Speed 30 ft., climb 40 ft., swim 40 ft.
STR
15 (+2)
DEX
19 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
24 (+7)
CHA
11 (+0)
Senses Passive Perception 22
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Australia! The sniper has advantage on saving throws against effects that'd frighten, charm, poison, or exhaust him and he can handle extremely hot or cold environments. He also can add a d6 to all his survival or acrobatics checks.

Class Weapons. Sniper does not carry all the weapons listed in his attacks, you can choose a primary, a secondary, and a melee for him.

  • Secondary. The sniper has three additional secondaries he can choose from including the Razorback (1/day) which grants him the ability to ignore a critical hit against him, the Darwins Danger Shield which grants him immunity to fire damage, and the Cozy Camper which causes him to regain 5 hit points at the start of his turn.
Actions

Sniper (Primary). Ranged Weapon Attack: +15 to hit, range 120/180 ft., 1 target. Hit: 20 (5d6) piercing damage plus 8 (2d6) piercing damage for every round the sniper has been scoped (Charge caps at 5 rounds of being scoped) and this attack scores a critical hit on a roll of 15, 16, 18, 19, or 20 however he has disadvantage on attacks against creatures within 30 ft. of him.

Machina (Primary). Ranged Weapon Attack: +15 to hit, range 100/160 ft., 1 target. Hit: 30 (5d8) piercing damage plus 10 (2d8) piercing damage for every round the sniper has been scoped (Charge caps at 5 rounds of being scoped) and this attack scores a critical hit on a roll of 15 or higher however he has disadvantage on attacks against creatures within 30 ft. of him and he automatically fails any stealth checks made within the next hour.

Sydney Sleeper (Primary). Ranged Weapon Attack: +15 to hit, range 120/180 ft., 1 target. Hit: 20 (5d6) piercing damage plus 12 (3d6) piercing damage for every round the sniper has been scoped (Charge caps at 5 rounds of being scoped) and the target is coated in Jarate (See Jarate below) for one round if the attack was charged for at least one round, however this attack cannot crit by any means or inflict any additional damage by means other than Jarate.

Bazaar Bargain(Primary). Ranged Weapon Attack: +15 to hit, range 120/180 ft., 1 target. Hit: 20 (5d6) piercing damage plus 2 (1d4) piercing damage for every round the sniper has been scoped (Charge caps at 5 rounds of being scoped) and this attack scores a critical hit on a roll of 18 or higher however he has disadvantage on attacks against creatures within 30 ft. of him. Whenever the sniper kills a creature with a critical attack from this weapon, his charge damage is doubled from what it currently is up to a maximum of 32 (16d4) additional charge damage.

Hitman's Heatmaker (Primary). Ranged Weapon Attack: +15 to hit, range 120/180 ft., 1 target. Hit: 20 (5d6) piercing damage plus 4 (1d6) piercing damage for every round the sniper has been scoped (Charge caps at 2 rounds of being scoped) and this attack scores a critical hit on a roll of 15 or higher however he has disadvantage on attacks against creatures within 30 ft. of him and when he kills a creature he enters a focus where the next time he uses this attack it has advantage.

Original(Primary). Ranged Weapon Attack: +15 to hit, range 60/120 ft., 1 target. Hit: 20 (5d6) piercing damage plus 8 (2d6) piercing damage for every round the sniper has been scoped (Charge caps at 5 rounds of being scoped) and this attack scores a critical hit on a roll of 16 or higher.

Huntsman (Primary). Ranged Weapon Attack: +15 to hit, range 30/60 ft., 1 target. Hit: 20 (5d6) piercing damage and this attack scores a critical hit on a roll of 15, 16, 18, 19, or 20.

SMG(Secondary). Ranged Weapon Attack: +10 to hit, range 30/40 ft., 1 target. Hit: 10 (3d6) piercing damage.

Cleaners Carbine(Secondary). Ranged Weapon Attack: +10 to hit, range 30/40 ft., 1 target. Hit: 8 (2d6) piercing damage and the Sniper builds Crikey Points equal to half of the damage dealt. Once the snipers Crikey reaches 30+ points of Crikey he can use a bonus action to expend all of it to gain advantage on melee and secondary rolls for one minute.

Jarate! (Secondary, Recharge 6). Ranged Weapon Attack: +10 to hit, range 20/40 ft., 1 target. Hit: 1 bludgeoning damage and the target is coated in Jarate for three rounds (Super concentrated formula using urine as it's main component). While coated in Jarate the target takes an additional 2d4 damage from all attack against them. If the sniper is killed with this weapon, he drops a Legendary Jar O' Jarate (See description).

Kukri (Melee). Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 18 (8d4 + 2) slashing damage.

Tribalman's Shiv (Melee). Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 9 (4d4 + 2) slashing damage and and the target begins to bleed for one minute. While bleeding the target takes 2 damage at the start of their turn and bleeding ends at the end of the one minute, until the target receives healing or restorative magic of any kind, or it just dies.

Bushwacka (Melee). Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 18 (8d4 + 2) slashing damage and this attack inflicts an additional 10 (5d4) slashing damage to targets coated in Jarate however if the sniper uses this property, he gains vulnerability to melee damage for until the end of his next turn.

Shahanshah (Melee). Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 10 (4d4 + 2) slashing damage or 24 (8d4+2 slashing damage if the sniper was below 60 hit points.

 

 

Reactions

Toughen up (Recharge 6). If the sniper fails a saving throw he can add a d6 to it in an attempt to make it a success instead.

Description

"All your heads look bloody 12 ft. tall!" *Waves to decapitated yeti he just shot*

The sniper is a rugged Australian man from New Zealand who insists he's assassin and not a mad gunman.

Legendary Jarate - Rare - Potion: This potion can be thrown at enemies and on hit causes them to be coated in Jarate for one minute, while coated the creature takes double damage from all sources. If you drink it, you get liver damage, didn't think that one through? Did ya?

RandomName47

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