Ranger
Base Class: Ranger

An Arcane Firearm Sniper uses their knowledge of firearms combined with their knowledge of magic to pull of incredible shots. You can take down groups of thieves or bandits undetected from far away and before they even know your there, you can be gone in seconds.

Favorite Gun

When you choose this subclass at third level, you gain an Arcane Sniper Rifle with which you are proficient. You can choose the appearance of your rifle. The Arcane Sniper Rifle is a two-handed martial ranged that deals (1d10+ Dexterity modifier) magical piercing damage with a range of (150/600 ft). Before firing this weapon, you must use a bonus action to steady the rifle. Once the weapon is steadied, it does not need to be steadied again unless you move more than 5 ft in a round of combat. If anyone other than you attempts to fire this weapon, it backfires dealing 2d10 fire damage to the wielder. When you have your Arcane Sniper Rifle steadied and cast a spell that requires you to make a ranged spell attack, you can choose to use your Arcane Sniper Rifle's short range instead of the spell's normal range. At 8th level, the weapon's damage increases to 2d8.

Arcane Aim

At 7th level, you can expend a spell slot to do any of the following:

Curving Bullet

Instead of choosing one target with a shot from your magical firearm, choose up to three targets within 60 ft of one another that are in range of your Arcane Sniper Rifle. You must make the attack roll for each target separately. The bullet will curve in the air and hit each target.

Elemental Bullets

After you hit with an attack, you can use a bonus action to deal an extra 1d8+ your Wis modifier damage to the target and a # of creatures within 10 ft of the target equal to your wisdom modifier. You can choose whether the damage is fire, cold, force, thunder, acid, lightning, or radiant damage.

Find a Weak Spot

You can choose to use this feature before making an attack with a firearm. When you use this ability, you have disadvantage on the attack roll. If the attack roll hits, you can treat it as a critical hit.

Advanced Eyesight

At 11th level, you gain 110 ft of darkvision. You have advantage on all sight based Wisdom (Perception) checks.

Teleportation

At 15th level, as a bonus action immediately following a shot from your magic firearm, you can teleport anywhere within the short range of your firearm. Anybody within 5 ft of where you teleport to takes force damage equal to twice your constitution modifier (minimum of 2 damage) and are pushed 5 ft away from you. You can use this feature a number of times equal to your constitution modifier + your wisdom modifier per long rest.

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