Base Class: Fighter
These are the experts of ranged, long-distance kills. They come from all backgrounds and stories, but each one has the same skills in common: precision, tact, and discipline. Some are hired hands and doing it for the money, while others serve the nation they love as snipers. And a few do so as a hobby. But no matter the distance, no matter the target, no matter the conditions, all that counts is finishing the job.
Steadied Hand
At 3rd level, you're endless hours of repetitive marksmanship practice has made your aim impeccable. Whenever you are about attack with a ranged weapon, as a Bonus Action, you can steady your hand, breathing, and focus, allowing you to double your Dexterity modifier to the next ranged weapon attack.
Reposition
At 7th level, you've become more attuned to the various environments around you, allowing you to find the most suitable tactical position for yourself. You can go from cover to cover with tactical maneuvering, giving yourself the following benefits:
- Whenever you make a ranged weapon attack, as a Bonus Action, you may move to cover that is within 15ft. of you without costing any movement.
- If behind cover in this way, you automatically gain three-quarters cover if the cover at least takes up 5ft. of space.
Overwatch
At 10th level, you're profession as a sniper has gained you enough experience that you can adequately advise others in tactical positioning as well.
You can mentally take note of a very specific location that covers a 15ft. cube. The DM describes to your character whether it is an advantageous or disadvantageous position for your purposes. One enacts as a buff and the other is a debuff.
- Advantageous Position
You gain the following benefits:
- This position gives you and your allies at least half-cover. This bonus can increase to a maximum of three-quarters cover (DM's discretion and player's creativity).
- Any attempt to discern where you or your allies are while within the specified area are at disadvantage. If your position is higher than any surrounding environment within 60ft. or at least 30ft. high, you have advantage on all Perception (Wisdom) checks.
- If you or an ally attacks a surprised creature with a ranged weapon or ranged spell attack, it is a guaranteed hit. This does not exceed the weapon's or spell's maximum range
- Disadvantageous Position
This position becomes difficult terrain and can be trapped. You make a Survival (Wisdom) check with advantage and add your Proficiency Bonus to the roll when using this feature. If you already have proficiency in Survival, the you may double your Proficiency Bonus when making the check. The DC of your trap being spotted is equal to your Survival (Wisdom) check. Additionally enemies have disadvantage when trying to hide within a Disadvantageous Position.
If you or an ally move into a Disadvantageous Position, you ignore the difficult terrain and you know where the traps are. If an enemy moves into your Advantageous Position while you or an ally are in it, you gain no benefit. If the enemy is an Advantageous Position, while you or an ally are not in it, you don't gain the benefit, they do instead. If an enemy is in Advantageous Position with either you or your ally in it, then only the ones that are outside the Advantageous Position get the benefit.
Both positions take up to an hour at max and 10 minutes at least to set up. Both positions last indefinitely or until it is destroyed/dismantled by you, any other creature, or by natural means.
One Shot, One Kill
At 15th level, you relish in the slow squeeze of the trigger or the smooth draw of the bow. You know all it takes is one well placed shot for even the most largest of prey to fall.
As an Action, instead of taking multiple attacks, you may forgo this and instead do one ranged weapon attack. The amount of damage dice you roll for this attack is equal to how many damage dice you would've rolled for all forfeited attacks before using this feat. If the creature you are attacking has been damaged, you automatically critically hit and all damage rolls cannot be lower than half of the maximum amount possible on the die. Your damage bonuses from your Dexterity modifier is also doubled while using this feat.
You may only use this feature twice per Long Rest. At 18th level, you may use this feature twice per Short or Long Rest.
Sniper's Intuition
At 18th level, you know how things are done in your line of work, a profession that has become a way of life.
Whenever you are given a target(s) (up to a max of 5, kept in a journal, physically marked by you, only individuals, must know target's face and full name), you have Advantage on the following:
- Perception (Wisdom) checks, Investigation (Intelligence) checks, and/or Survival (Wisdom) checks to spot or track them down.
- History (Intelligence) checks to research about them in libraries.
- Charisma Checks on getting info about them from those who may know them. If they are close to the target(s), you add your proficiency bonus to the Charisma Checks, even on top of skills that already have your proficiency bonus added. Expertise does not work with this feature.
You also ignore any defensive buffs that the target(s) has that aren't spells (shields, bracers of defense, etc.)
Previous Versions
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