Base Class: Wizard
Spectral Sniper wizards are incredibly specialized mages that use the power of ranged weapons such as bows and rifles to serve as a conduit for their spells and other magic.
The technique was originally honed by ancient wood elves who defended their homes in the trees with such weapons. These wizards blend magic and ranged combat seemlessly, and in spectacular fashion, while keeping themselves at far distance and reach from their opponents.
Level 2: Spectral Cannon
At 2nd level, you gain proficiency in light armor and the Acrobatics skill, if you don’t already have it.
In addition, whenever you complete a long rest, you can choose one ranged weapon you have to become your Spectral Cannon. As long as the weapon is your Spectral Cannon, you gain proficiency with the chosen weapon if you don’t have it already. To qualify, the ranged weapon must possess the following qualities:
- Lacks the heavy property.
- Has the ammunition property.
- If it is a firearm, it must lack the two-handed property.
The weapon is your Spectral Cannon until you complete a long rest, at which point you can choose the same weapon as your Spectral Cannon, or a different one.
Level 2: Hawkeye
At 2nd level, while holding your Spectral Cannon, you gain the following benefits:
- Bullseye. You learn the Hunter’s Mark spell. It counts as a wizard spell for you, you always have it prepared, and it doesn’t count against the number of spells you have prepared.
- Misty Escape. If a creature ends its turn within 5 feet of you, you can use your reaction at the end of its turn to expend a spell slot of any level and teleport up to 15 feet away to an unoccupied space you can see.
- Enchanted Arrow. Once per turn, whenever you make an attack with your Spectral Cannon and your attack misses, you can expend a spell slot of any level to cause the arrow to zip back toward the target. You may reroll the attack and, if it hits, it deals an additional 1d6 force damage.
Level 6: Spell Bomb
At 6th level, once per turn, while using your Spectral Cannon, you can imbue one piece of ammunition you use in an attack roll with a spell whenever you take the attack action (no additional action required). To be eligible, the spell must be of the Evocation school, have an Area of Effect, lack an attack roll, and be of a level no higher than your proficiency bonus.
You expend a spell slot for the spell as normal. If the attack hits, the spell is cast when one of the following triggers occurs (you choose):
- The target moves.
- The target makes an attack roll.
- The target attempts to teleport or cast a spell.
When the spell bomb is triggered, the spell is cast. If the AoE effect requires a point of origin (such as a cone or line), the target acts as the point of origin, otherwise the spell is simply centered on the creature.
Once the spell bomb is triggered and the spell is cast, the piece of ammunition disintegrates.
If the spell bomb isn’t triggered by the end of your next turn, the spell is lost.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain all expended uses when you complete a long rest.
Level 10: Arcane Barrage
At 10th level, at the start of your turn, you may choose to reduce your speed to 0 until the end of the turn. If you do, when you take your action to cast a wizard spell that targets only one creature, you may expend a bonus action to make one ranged weapon attack with your Spectral Cannon against that creature before the spell is cast.
On a hit, the spell gains one of the following benefits, determined by how the spell affects the target:
- If the spell requires an attack roll, you have advantage on that roll.
- If the spell requires the target to make a saving throw, the target has disadvantage on its first saving throw against the spell
Level 14: Far Eye
At 14th level, your bond with your Spectral Cannon has increased such that it becomes an extension of yourself.
You can now choose firearms with the two-handed property, as well as ranged weapons with the heavy property to become your Spectral Cannon whenever you complete a long rest. You gain the following additional benefits while holding your Spectral Cannon:
- You may use it as a spellcasting focus for your Wizard spells.
- If you cast a spell using the Spectral Cannon as your focus, its range is doubled and it deals an additional 1d6 damage (if the spell deals damage).
- Your walking speed increases by 10 feet.
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