Base Class: Ranger
You have trained since a young age how people think, where they expect an attack from, and how to hide from the most perceptive of targets. The weather is your constant ally to conceal your advances, and your performance as an archer excels beneath the rain and the snow. You are from a group of assassins that always completes their contracts, lest your own life be taken prematurely from you.
Expanded Spell List
You learn an additional spell when you reach certain levels in this class, as shown in the Silent Sniper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Silent Sniper Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Create or Destroy Water |
| 5th | Alter Self |
| 9th | Call Lightning |
| 13th | Ice Storm |
| 17th | Scrying |
Level 3: Snipe- Archery
You know how to operate in any kind of weather, and even pebbles on the street can be efficient weapons to someone with your experience. You gain proficiency in the Stealth skill, and if you already have proficiency in it, you gain expertise instead. Additionally, you gain proficiency with improvised weapons.
As a bonus action until the start of your next turn, you can double the range of all ranged weapons you are holding. Additionally, all weapons you are holding gain the thrown property if they don’t already have it, with a range of 30/90 feet. When you hit an attack with a weapon while in this state, it deals an additional 1d8 piercing damage and 2 counts of Bleed to creatures that can’t see you.
If it’s raining or snowing, you gain advantage on Stealth checks while outside or while experiencing the weather.
Level 3: Glimmering Bow
Learning to focus on your target and aim for hours on end is the first thing any competent sniper learns - your bow must be treated not as a tool, but as an extension of your own body. You have 4 Snipe arrows. If one of them is lost or destroyed, you can reconstruct them during a long rest. You can choose to use one of your Snipe arrows instead of the usual ammunition when shooting with a bow. If you use a Snipe arrows instead of another arrow, you gain the following effects:
- If you would have disadvantage on the attack roll due to distance, you instead do not have disadvantage as long as you haven’t moved for 1 turn.
- For each 10 feet of distance from the target that you are, you add 1d10 piercing damage to the arrow, to a maximum of 4d10.
- Instead of immediately attacking, you may focus on your target, aiming your arrow at them but not moving from your position. You gain 2 counts of Poise per turn you spend aiming without moving, to a maximum of 8.
- If it’s raining or snowing, the arrow becomes untraceable back to where you shot it.
Poise
Condiiton
Poise is a condition that grants you the ability to perform a Posture Critical hit, of which you do by rolling a 19 on attack, before adding any modifiers. This threshold is reduced by each additional Stack of Poise you have after the first, up to four ( Triggering a critical hit on a roll of 16 or higher) and removing all Poise count from yourself when you land a Posture Critical hit.
When this effect is triggered, you deal an additional 2d6 damage on a hit of type equal to your attacks damage type.
If you have 6 or more stacks of Poise, you deal an extra d6 of damage for each stack above 4, to a maximum of 4d6 total.
Level 7: Positioning maneuver
Even after being detected, you have learned to quickly take advantage of the situation and return to the shadows. When a creature successfully detects you while you are hidden, you can use your reaction to make one weapon attack against that creature if it is within your weapon’s range. After the attack, you can move up to 15 feet without provoking opportunity attacks, and you may immediately attempt a Dexterity (Stealth) check to hide again if you have cover or concealment.
If it’s raining or snowing, you apply the Snipe - Archery damage and Bleed bonus to that reaction attack even if the creature can see you
Level 11: Shin-No-Yumi
You have honed your arrows to pierce and not be easily removed, becoming a powerful dent in any enemy’s armor. When you successfully hit an enemy using a Snipe Arrow as ammunition, it suffers 1 count of the Lodged Arrow condition. Additionally, whenever you use a Snipe Arrow, you immediately gain 2 counts of Poise before the attack and you deal 2d8 additional piercing damage if the creature can’t see you instead of the 1d8 additional damage from Snipe - Archery if the attack hits.
If it’s raining or snowing, when you hit a creature that has one or more Lodged Arrow stacks, your attack scores a critical hit on a lower d20 roll equal to the number of Lodged Arrows the creature has (For example, a creature with 3 Lodged Arrow is critically hit on a roll of 17 - 20). When you score a critical hit this way, all Lodged Arrows are destroyed.
Lodged Arrow
Condition
A creature with counts of Lodged Arrows suffers the following effects:
- When you suffer a count of Bleed, suffer 1 additional count per Lodged Arrows stack.
- Lose 1 AC per stack, to a maximum of 2.
- You take an additional 1d4 piercing damage whenever an attack hits you if you have 2 or more counts of Lodged Arrows.
You can only have a maximum of 4 counts of Lodged Arrows.
A creature with counts of Lodged Arrows may use an action to remove the stuck arrows, taking 1d8 piercing damage and suffering 2 counts of Bleed for each arrow removed in the process. Otherwise, they lose all stacks of Lodged Arrows on a short or long rest.
Level 15: Cleave Heaven
Mastering control over the elements is what classifies you as a sniper that stands out among the rest, showcasing your incredible skill and unparalleled ability. While you are focusing your aim with the Snipe arrows, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, even if you are Incapacitated, Paralyzed, Petrified, Stunned or Unconscious, you can still make an attack roll as long as you were focusing an attack with your Glimmering Bow [弓閃] feature.
Once per long rest, you can cast the Control Weather spell without spending a spell slot or material components by shooting a magical arrow into the skies. However, if you cast it this way the casting time is an action, it is a concentration spell that lasts for 1 minute and the change to the weather is instantaneous.
If it’s raining or snowing, you may use a bonus action to gain the Invisible condition until the start of your next turn.
Previous Versions
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3/8/2026 12:13:11 AM
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