Base Class: Ranger
Seeking better performance at great ranges, you learn to use the sniper rifle. This also comes with a ghillie suit for better camouflage and the ability to use improved armor, at the cost of your agility.
Sniper Subclass Base Features
The ranger gains advantage on Stealth checks, is allowed to use heavy armor, and is proficient with sniper rifles and muskets, at the cost of disadvantage on Athletics and Acrobatics checks and a slight speed penalty. You are also granted the Sharpshooter feat.
Trained Marksman
Rather than taking an extra attack, you can have advantage on all ranged attacks and apply your proficiency bonus to both the hit die and the damage roll with sniper-type weapons. Gain an additional 5 damage every 5 levels. Your knowledge of shooting positions also allows you to gain Half-Proficiency with Nature and Survival checks.
Full Magic Jacket
You use your magic to imbue your rounds with improved capabilities. You can now choose to spend an FMJ charge. When you successfully hit a target, the creature must roll a Constitution saving throw with a DC equal to the roll of your hit die. Upon failure, the range of your sniper is halved, but the projectile ignores walls, magic, armor, and other modifiers that would reduce the damage taken. This also removes the effects of spells like Mage Armor or Shield. When shooting through an inanimate object, the damage is cut in half, and the spell-breaking effect requires a 1d6 roll with a DC equal to the number of objects the shot passes through.
Undetectable
You have mastered the art of stealth, granting you Expertise on Stealth and Sleight of Hand checks. You also get the Skulker feat if you don't already have it.
Previous Versions
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8/14/2026 1:03:48 AM
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Coming Soon
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