Fighter
Base Class: Fighter

Arcane Snipers are elite marksmen who meld martial training with magical technology. They wield rune-inscribed rifles, crystal-powered scopes, and precision-focusing lenses to land impossible shots. These warriors don’t just fire arrows—they fire arcane-laced payloads that distort gravity, pierce barriers, and shut down foes with unerring precision.

Level 3: Arcane Scope

You've integrated a magically enhanced targeting system into your weaponry. You gain the following benefits:

Arcane Focus: As a free action, activate your Arcane Scope. Until the end of your turn:

You ignore disadvantage from long range.

Your ranged attacks ignore half and three-quarters cover.

You score a critical hit on a roll of 19–20 with ranged attacks.

Magitech Weapon: You gain proficiency with firearms and any ranged weapon modified with magical components (DM’s discretion). You can use Intelligence or Dexterity for attack and damage rolls with such weapons.

 You can roll 1d8 and add it to the damage. This increases to 1d10 at level 10 and 2d10 at level 18.

 

Level 7: Tactical Positioning

You’ve trained to reposition quickly and remain out of reach.

Additionally, standing up from prone costs you only 5 feet of movement, and being prone gives you advantage on ranged weapon attacks.

When you make a ranged attack as part of the Attack action, you can take the Dash, Disengage, or Hide action as a bonus action on the same turn.

You gain advantage on Dexterity (Stealth) checks made to hide after you’ve attacked while more than 30 feet from the target.

Level 10: Kill Zone

You've learned to control the battlefield from a distance.

You gain a number of opportunity attacks equal to your Dexterity Modifier.

When you hit a creature with a ranged weapon attack, you can mark it. Until the end of your next turn, if the target moves more than 5 feet voluntarily, it provokes an opportunity attack from you, which you can make with your ranged weapon.(can make only one attack per marked target)

Level 15: Arcane Interdiction Round

You’ve developed specialized ammo that destabilizes magical flows in your targets.

When you hit a creature with a ranged attack, you can disrupt their magic with a burst of interference energy. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier).

On a failed save, the target cannot cast spells or use teleportation effects until the end of your next turn.

Constructs and magical creatures have disadvantage on this save.

You can use this feature a number of times equal to your Intelligence modifier per long rest (minimum once).

Level 18: One Shot, One Kill

You can execute the perfect shot.

As an action, you can enter a state of hyper-focus ranged weapon attacks are made with advantage. If an attack hits, it becomes a critical hit and deals maximum damage (no dice rolled).

The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the start of your next turn.

Once you use this feature, you must finish a long rest to use it again and you are paralyzed till the end of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2025 2:34:48 PM
13
0
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes