Base Class: Wizard
While some wizards toil away in their dedication to a single school of magic, others obsess over some of the more practical details. "How far away can I boil someone's eyes out?" "How precisely can I target my spells?" "How do I kill that wizard before he kills me?" These are the questions asked by Sniper wizards.
While any caster can dedicate improvement to their spell range, Snipers -- sometimes just "Snipes" -- go further, eking every last foot from a spell's potential, sharpening their aim to become nearly flawless, and painting targets so that their allies can join in the fun. To face off against a Sniper wizard is to personify a bullseye.
Spell Sniper
At 2nd level, you have learned techniques to enhance your attacks with spells, gaining the following benefits:
- When you gain expertise in the perception skill and advantage on any perception checks required to spot an object or creature using sight.
- When you cast a spell, the spell’s range is doubled.
- Your spell attacks ignore half cover and three-quarters cover.
- You have advantage on all spell attacks that have a range of 120 feet or longer.
- Casting a spell within melee range doesn't impose disadvantage.
- When you cast a spell with a range of touch you can instead increase that range to 60 feet.
Spell Sniping Savant
Starting at 2nd level, you can add your Intelligence modifier to the damage of any cantrip you cast.
When you cast a cantrip you can cast it without using vocal components.
When you cast the Darkvision spell you can instead cast it as a ritual, the range of the darkvision is instead 240 feet, you can upcast the spell and if you do the range is increased by 120 feet for each spell slot level you casted it at. If you casted it at 3rd level or higher you can see through magical darkness while the spell is active.
When you can cast the Magic Missile spell, any creature effected by the Shield spell always takes the damage of the Magic Missile casted by you and has Shield spell dispelled when hit by your Magic Missile spell.
When you cast the True Seeing spell, the range of the truesight is instead 420 feet and the duration of the spell is instead is 8 hours, you can upcast the spell and if you do the range is increased by 240 feet for each spell slot level you casted it at.
In addition, you gain the following spells at the listed wizard level. These spells do not count against the number of prepared wizard spells you know.
School Of Spell Sniping Bonus Spells
|
Wizard Level
|
Spells |
| 2nd | Fire Bolt, Guiding Bolt, Magic Missile |
| 3rd | Darkvision, Pass Without Trace |
| 5th | Call Lightning, Fireball |
| 7th | Dimension Door, Greater Invisibility |
| 9th | Antilife Shell, Hold Monster |
| 11th | Disintegrate, True Seeing |
| 13th | Delayed Blast Fireball, Fire Storm |
Spell Sharpshooter
Starting at 6th level, the range of your ranged wizard spells is increased by 300 feet, when you cast a wizard spell with a range of touch you can make the range up to 120 feet instead.
Before you make a ranged spell attack with a wizard spell, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. You can instead choose to take a -10 penalty to the attack roll. If the attack hits, you add +20 to the attack's damage.
Cast And Run
Starting at 2nd level, you gain expertise in the stealth and can use your bonus action to take the Dash, Disengage, or Hide action.
Bullseye Magic
Beginning at 10th level, the range of your ranged wizard spells is increased by 600 feet, when you cast a wizard spell with a range of touch you can make the range up to 240 feet instead.
If you cast a ranged spell at a range of 300 feet or higher you gain a +5 to that ranged attack.
Additionally, your ranged spell attacks score a critical hit on a roll of 18–20.
Blurred Marksman
At 14th level, the range of your ranged wizard spells is increased by 900 feet, when you cast a wizard spell with a range of touch you can make the range up to 360 feet instead.
Creatures always roll with disadvantage on attack rolls against you while you are at least 120 feet away from them, even if that creature would have advantage on the attack, you also have advantage on saving throws against any effect imposed by that creature while you are at least 120 feet away from them.
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