Base Class: Fighter
Sniper is a fighter, whose speciality is to make long range attacks, dealing insane single-target damage. Their mastery of ranged weapons is unmatched. Snipers have incredible eyesight, can find weak spots in enemies defenses, making their attacks even more deadly and blend with the evironment using their camouflage.
Firearms proficiency
At level 3 you get proficiency with firearms. You add your proficiency bonus to attack rolls made with a firearm
Sniper techniques
- You mastery with a firearm is on a proffesional level. You learn 2 sniper techniques from ones listed below. You learn 1 more at 7,10 and 15th levels. These techniques can only be used with a rifle. If a technique requires a saving throw its difficulty is determined by this formula: SAVE DIFF = 8 + DEX Mod + Proficiency bonus
- You get a number of marksman points equal to 3 + your level in the fighter class. They are used to perform some of the actions granted with this abbility. You restore all points after a short rest.
Bipods
Required level: 3
You can sacrifice all you movement speed to put your rifle on the bipods and increase the accuracy of your next shot.
- You get +3 to all attack rolls made in this turn
- Your movement speed becomes 0
Bouncing bullet
Required level: 3
You fire a bullet that bounces from enemies. Choose up to four creatures as your targets. You can't choose a creature twice
- You roll attack only to attack the first target. Then the bullet bounces, forcing other targets to make a dexterity saving throw. They get hit if they fail and dodge if they succeed.
- The damage dice for every target exept the first one become 1 grade lower(d12 -> d10, d10 -> d8 and so on)
Using this ability costs the number of marksman points equal to the number of additional targets(max 3)
At level 7, 10 and 18 you can choose one more target for this ability
Elemental shot
Required level: 10
Choose a damage type from this list: acid, poison, cold, fire, radiant, necrotic.
- Your next attack forces your enemy to make a saving throw based on the damage type. On a failed save the target akes an additional of 6d10 of chosen damage and half of it on a successful one.
This ability costs 6 marksman points
| Damage - Acid | 6d10 | Saving throw: CON | ||||
| Damage - Poison | 6d10 | Saving throw: CON | ||||
| Damage - Cold | 6d10 | Saving throw: DEX | ||||
| Damage - Fire | 6d10 | Saving throw: DEX | ||||
| Damage - Radiant | 6d10 | Saving throw: CON | ||||
| Damage - Necrotic | 6d10 | Saving throw: DEX |
Headshot
Required level: 10
- You make the attack roll with disadvantage(you can't use this ability if you already have a disadvantage from other sources, such as being blinded, restrained, etc.).
- If the attack hits, you deal 20 additional damage and stun the target for 1 round.
Using this ability costs 3 marksman points
This abillity can stack with -5 to hit from the feat "Sharpshooter"
Improved scope
Required level: 7
You make your scope better, allowing you to make long ranged attacks and increasing your accuracy
- You get +1 to all attacks with your rifle
- You dont get disadvantage if making attacks within the limits of maximum distance
Laser pointer
Required level: 7
This device allows you to perfectly trce your target.
- While having this ability you ignore half cover and lightly enclosed areas(fog, leaves, etc.)
- Having an enemy less than 5 feet away from you doesnt give disadvantage on ranged attacks
Marking bullet
Required level: 3
You add a tracker to your bullet. If the target is hit with this bullet you can track its location.
- If the target becomes invisible or goes into darkness you an your allies are still able to know where it is and don't get disadvantage on you attack rolls against it.
- The effect from this ability lasts for 1 minute
Using this ability costs 1 marksman point
Reinforced stock
Required level: 3
- You can use the stock of your rifle to perform a melee attack. This attack deals 1d6+DEX mod of bludgeoning damage
Wounding shot
Required level: 3
- If the target is hit with this abillity, the attack does +2d4 piercing damage(becomes 4d4 at 10th and 6d4 at 18th level)
- The bullet is stuck inside the target, wounding it.The target should make a constitution saving throw. On a failed save, the target gets disadvantage on all attacks until its next turn
- This shot is so powerful that the recoil from it may damage the attacker. You make a constitution saving throw. Take 1d6 bludgeoning damage on a failed save and no damage on a succesful one
Using this ability costs 2 marksman points
Adaptive camouflage
Starting at level 7 as an action you can put on an adaptive camouflage.
- You get advantage on all Stealth checks
- If you dont move during your turn, you become invisible unless you move or make any action
Find weakness
From level 10, you can perform a special action to find an opponent's weak spot
- All your attacks against this creature deal an adittional 2d6 of your weapons damage
- This ability can only work on one creature at a time
Active dodge
Starting at level 15 you can dodge attacks with incredible speed
- As a reaction you can add +4 to your AC untill the start of your next turn.
- You can use this ability the number of times equal to your proficiency bonus
Coup de grâce
At level 18 you get the following feature:
- As an action you can make a powerful attack, that deals 20d12 of your weapons damage.
- After making this attack you get 4 exaustion levels
- You can use this ability once per short rest
Previous Versions
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7/4/2024 10:13:12 AM
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11
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4/12/2025 8:43:28 AM
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21
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1.1
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Coming Soon
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