Base Class: Rogue
The Sniper is a rogue who has traded daggers for distance, specializing in long-range elimination and tactical control. Operating from concealed vantage points, they study their prey, waiting for the perfect moment to unleash a single, devastating shot. Their attacks are silent, calculated, and often fatal before the enemy even knows they’re being hunted.
Snipers excel in environments where stealth and positioning are key. Whether perched atop a ruined tower or hidden in the misty underbrush, they use enhanced perception and magical optics to track movement and exploit weaknesses. Their signature weapon—a custom-built arcane rifle known as the Eye of Dusk—channels their precision into supernatural lethality, allowing them to pierce magical defenses and strike with unerring force.
As they grow in power, Snipers gain the ability to remain unseen after attacking, teleport between shadows, and even stun foes with a single well-placed shot. They are not brawlers or skirmishers—they are predators, and the battlefield is their hunting ground.
Level 3: Mimicry
Special Feature – Bonus Action
Through refined control of perception and a deep understanding of your surroundings, you can blend seamlessly into the environment, becoming momentarily invisible.
As a bonus action, you activate Mimicry and gain the Invisible condition until the end of your next turn. While invisible, creatures cannot see you without magical senses or special abilities. Attacks against you have disadvantage, and your attacks have advantage.
The effect ends early if:
- You cast a spell with visible components
- You make an attack
- You take damage from a source that forces a concentration check (if applicable)
You can use Mimicry a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses when you finish a long rest.
This feature does not require concentration and is not considered a spell, but it is subject to magical detection (such as Truesight or See Invisibility).
Level 3: Eye of Dusk
You gain proficiency with advanced ranged weapons and receive the "Eye of Dusk", a custom arcane rifle attuned to your unique skills. This weapon cannot be used by non-Snipers and grows in power as your precision and stealth evolve. You also learn to exploit enemy vulnerabilities from afar, allowing you to apply Sneak Attack even without advantage—provided the target cannot see you.
Eye of Dusk
Weapon Type: Magical ranged weapon (requires attunement by a Rogue with the Sniper archetype)
Properties: Ammunition (Range 400/800; Bullet), Heavy, Loading, Two-Handed. Mastery: Vex Damage: 2d6 Piercing Damage
Forged from shadow-tempered steel and etched with runes of precision, the Eye of Dusk is a custom-built arcane rifle designed exclusively for Snipers. Its enchanted scope reveals magical auras and weak points, while its barrel channels focused force energy into each shot. When wielded by a true Sniper, the weapon becomes an extension of their intent—silent, swift, and devastating.
Level 9: Ghost Shot
Ghost Shot
(Weapon Upgrade – Eye of Dusk)
Passive Feature – Requires attunement
The Eye of Dusk channels planar shadows into your strikes, allowing you to remain unseen even as your attack lands with supernatural force.
While attuned and wielding Eye of Dusk, when you make a ranged weapon attack from stealth or while hidden, the following effects apply:
- Your position is not revealed by the attack. You remain hidden unless another effect or condition exposes you.
- The attack deals an additional 1d6 Force damage, bypassing resistances to mundane or elemental damage types.
- If the target is ethereal or invisible, you do not suffer disadvantage on the attack roll.
This feature only functions while wielding Eye of Dusk. If you are disarmed, unequip the weapon, or lose attunement, the ability becomes inactive.
Ghost Shot is often unlocked after the wielder completes a mission of perfect silence—such as eliminating a target without being seen or heard, or surviving a planar ambush without revealing their presence.
Level 13: Shadow scope
Awakened Sight
(Weapon Upgrade – Eye of Dusk)
Passive Feature – Requires attunement
The Eye of Dusk has awakened, its obsidian core now pulsing with latent arcane awareness. While attuned and actively wielding this weapon, your vision pierces the veil between worlds.
You gain the following benefits:
- You can see invisible creatures and objects within 300 feet, as if under the effects of See Invisibility.
- You can perceive ethereal creatures within the same range, as if affected by True Seeing.
- You ignore magical darkness, treating it as normal dim light for the purposes of sight and targeting.
These effects are innate to the weapon and function only while you are wielding Eye of Dusk. If you are disarmed, unequip the weapon, or lose attunement, the ability becomes inactive.
This upgrade represents a deep bond between the wielder and the weapon, often unlocked through a narrative milestone, such as defeating a planar entity or surviving a trial in the Shadowfell.
Level 17: Runic Displacement
Runic Displacement
(Weapon Upgrade – Eye of Dusk)
Reactive Feature – Requires attunement
The runes etched along the shaft of Eye of Dusk shimmer with planar energy, allowing you to bend space or vanish into shadow after striking with precision.
When you successfully land a Sneak Attack while wielding Eye of Dusk, you may choose one of the following effects:
- Teleport up to 30 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks.
- Become invisible until the start of your next turn, gaining the benefits of the Invisible condition.
You can use this feature a number of times equal to your Dexterity modifier (minimum 1). All expended uses are regained after a long rest.
Runic Displacement is a reactive surge of shadow magic, often unlocked after the wielder escapes a deadly ambush or completes a planar infiltration mission without being detected.
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