Subclass - Ranger - Sniper

by Exnil

Search GM Binder Visit User Profile

Ranger

Sniper

You have specialised in the art of long range combat. Studying all forms of ranged weapons. You prefer keeping your distance from your enemies, rather than dealing with all the violence up close. After all, your opponent can't hit what it can't reach.

Bonus Proficinecies

When you choose this Archetype at 3rd level, you gain proficiency with firearms, heavy crossbows and tinker's tools.

Meticulous Aim

3rd-level Sniper feature

Starting at 3rd level, your ranged weapon attacks with bows, crossbows and firearms no longer suffer disadvantage due to long range.

In addition, you gain advantage on Ranged Weapon Attacks with bows, crossbows and firearms if you have moved 0 feet this turn, the target is not in long range for the weapon, and you do not have an enemy within 5 feet of you.

Sniper Magic

3rd-level Sniper feature

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Sniper Spells
Ranger Level Spells
3rd Guiding Bolt
5th Invisibility
9th Slow
13th Shadow of Moil
17th Swift Quiver

Lying Low

7th-level Sniper feature

Starting at 7th level, your ranged weapon attacks with blowguns, crossbows and firearms do not suffer disadvantage while you are prone and the target is more than 5 feet away from you. Standing from a prone position now only costs you 5 feet of movement.

From the shadows

11th-level Sniper feature

At 11th level, when you make a Ranged Weapon Attack while hidden you make a Dexterity (Stealth) check contested by your opponent’s Wisdom (Perception), if you win the contested check you get to add an additional damage dice to the damage roll of the Ranged Weapon Attack. This dice is the same dice used by the weapon being used to make the attack. The constested check is automatically won if the attack is in your favourite terrain, or if the attack is against a favoured enemy of yours.

Specialised Ammunition

15th-level Sniper feature

You have learned how to temporarily eibue your ammunition with magical energy. Once per day, you can spend 10 minutes to create a number of special pieces of ammunition. These pieces of ammunition must all be for the same weapon type (arrows, bolts, bullets or darts) and must use ammunition from your inventory. The magic imbued into the ammunition lasts for 8 hours before fading, returning the ammunition to what they were before.

When imbuing the ammunition with magic, you can select one additional damage type to add to the ammunition, selecting from either acid, cold, fire, force, lightning, necrotic, poison, or radiant. When this magical ammunition hits a target you can add additional damage dice of the selected damage type, equal to your Dexterity Modifier to your damage roll. The additional damage dice is the same dice used by the weapon using the ammunition. After hitting or missing a target, the imbued magic fades, returning the ammunition to what they were before.

ERILAR | CLASSES & SUBCLASSES | RANGER

Part of the

world of

Erilar

The Sniper Ranger, along with other classes and subclasses are part of the world of Erilar.

Character Art: .

. .

.

. .

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.