Sniper
Class ListQuick Start
- 10 STR, 15 DEX, 9 CON, 17 INT, 12 WIS, 12 CHA. Races: HumanHuman
- 11 HP, +6 HP per level. Armor: Standard Ballistic Plates, 14 ACStandard Ballistic Plates, 14 AC. Extra Init: +2+4 Initiative. Saves: +5 DEX, +5 INT+5 DEX, +5 INT
- Equipment: Items: Remington MSR (+4 2d10), infantry kit, 3 sniper magazines, 4 handgun magazines, field binoculars, and 10 gpItems: Remington MSR (+4 [2d10]), infantry kit, 3 sniper magazines, 4 handgun magazines, field binoculars, and 10 gp
- Skills: +2 Stealth, +3 Perception+2 Stealth, +3 Perception.
- Background: The sniper is formidable player on the battlefield, using their proficiency in sniper rifles to gain a ranged advantage on unsuspecting infantry. The United States prides itself on giving their snipers very expensive and powerful equipment that can be upgraded to suit the combatants skillsThe sniper is formidable player on the battlefield, using their proficiency in sniper rifles to gain a ranged advantage on unsuspecting infantry. The United States prides itself on giving their snipers very expensive and powerful equipment that can be upgraded to suit the combatants skills.
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Focus, Overhead Advantage | 2 | ||||||||||||||
2nd | +2 | Tactical Reconnaissance, Danger Sense | 2 | 3 | |||||||||||||
3rd | +2 | Backup Plan | 3 | 4 | 2 | ||||||||||||
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | ||||||||||||
5th | +3 | Returning Fire, Evading Fire | 4 | 2 | 4 | 3 | 2 | ||||||||||
6th | +3 | Improved Focus | 4 | 2 | 4 | 3 | 3 | ||||||||||
7th | +3 | Advanced Reconnaissance | 4 | 3 | 4 | 3 | 3 | 1 | |||||||||
8th | +3 | Ability Score Improvement | 4 | 3 | 4 | 3 | 3 | 2 | |||||||||
9th | +4 | Shattering Shot | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 1 | |||||||
10th | +4 | Quiet Approach | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | |||||||
11th | +4 | Extreme Focus | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
13th | +5 | Light Critical | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
14th | +5 | Reconnaissance Expert | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
15th | +5 | Weak Point | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
17th | +6 | Team Focus | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Efficient Marksmanship | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Crackshot Focus | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Sniper, you gain the following class features.
Hit Points
Hit Dice: 1d12 per Sniper level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Sniper level after 1st
Proficiencies
Armor: Standard Ballistic Plates
Weapons: Sniper and marksman rifles
Tools: Rope and ladders
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Sleight of Hand, Athletics, Intimidation, Nature, Perception, and Investigation
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Remington MSR |
Infantry Kit |
Field Binoculars |
1st
Focus
In battle, your enhanced skills and training allows you to hone your mind in order to empower your next attack.
Using a bonus action, you may hold your breath and focus on your next shot. By doing this, your next attack with your sniper or marksman rifle will be able to reach even greater distances, raising the range by 50 feet. This bonus action can be used infinitely, but cannot be used when missing 1/2 of your health.
Overhead Advantage
If you are 10 feet or higher up from something, you gain advantage on perception rolls made on it.
In battle, your enhanced skills and training allows you to hone your mind in order to empower your next attack.
Using a bonus action, you may hold your breath and focus on your next shot. By doing this, your next attack with your sniper or marksman rifle will be able to reach even greater distances, raising the range by 50 feet. This bonus action can be used infinitely, but cannot be used when missing 1/2 of your health.
[title]Overhead Advantage[/title]
If you are 10 feet or higher up from something, you gain advantage on perception rolls made on it.
2nd
Tactical Reconnaissance
Starting at 2nd level, you can use your field binoculars and special sightings to gain an optical advantage on your opponents. Using an action, you can gain a 20 foot radius of detection through all forms of cover for the next two rounds of combat.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Starting at 2nd level, you can use your field binoculars and special sightings to gain an optical advantage on your opponents. Using an action, you can gain a 20 foot radius of detection through all forms of cover for the next two rounds of combat.
[title]Danger Sense[/title]
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
3rd
Backup Plan
At 3rd level, your self defense skills have been trained for emergency situations. After drawing your handgun, you gain +1d6 DMG on its next attack. If you hit an enemy with this attack, you become immune to opportunity attacks for that turn.
At 3rd level, your self defense skills have been trained for emergency situations. After drawing your handgun, you gain +1d6 DMG on its next attack. If you hit an enemy with this attack, you become immune to opportunity attacks for that turn.
4th
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
5th
Returning Fire
Beginning at 5th level, you may use a reaction to fire back at an enemy if you are not behind cover and their attack does not hit you. This reaction may only be used twice per combat.
Evading Fire
Starting at 5th level, you may use a reaction to move 20 feet after taking a hit from medium or light ammunition. This reaction may only be used twice per combat.
Beginning at 5th level, you may use a reaction to fire back at an enemy if you are not behind cover and their attack does not hit you. This reaction may only be used twice per combat.
[title]Evading Fire[/title]
Starting at 5th level, you may use a reaction to move 20 feet after taking a hit from medium or light ammunition. This reaction may only be used twice per combat.
6th
Improved Focus
Beginning at 6th level, your focus ability now allows you to do an extra +1d6 DMG to enemies not behind any form of cover.
Beginning at 6th level, your focus ability now allows you to do an extra +1d6 DMG to enemies not behind any form of cover.
7th
Advanced Reconnaissance
By 7th level, your eyes have become so adept to seeing the enemy that you gain advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you focus before doing anything else on that turn.
By 7th level, your eyes have become so adept to seeing the enemy that you gain advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you focus before doing anything else on that turn.
8th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]9th
Shattering Shot
Beginning at 9th level, you may use an action to aim for an enemy's armor with precise accuracy. Attack with this ability as normal, but instead of rolling your weapon's damage, roll 1d4 and subtract the outcome from the enemy's AC. This ability may only be used once per combat.
Beginning at 9th level, you may use an action to aim for an enemy's armor with precise accuracy. Attack with this ability as normal, but instead of rolling your weapon's damage, roll 1d4 and subtract the outcome from the enemy's AC. This ability may only be used once per combat.
10th
Quiet Approach
By level 10, your experience as a sniper has vastly improved your stealth. You gain permanent stealth advantage outside of combat.
By level 10, your experience as a sniper has vastly improved your stealth. You gain permanent stealth advantage outside of combat.
11th
Extreme Focus
Starting at 11th level, your focus ability improves even farther. Your range increases by 90 feet instead of 50. You may now use focus when above 1/3 health.
Starting at 11th level, your focus ability improves even farther. Your range increases by 90 feet instead of 50. You may now use focus when above 1/3 health.
12th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]13th
Light Critical
Starting at 13th level, damage over 18 dealt against enemies will wound them. This effect only works with bolt action sniper rifles.
Starting at 13th level, damage over 18 dealt against enemies will [i]wound[/i] them. This effect only works with bolt action sniper rifles.
14th
Reconnaissance Expert
You gain permanent perception advantage while using field binoculars or weapons with scopes.
You gain permanent perception advantage while using field binoculars or weapons with scopes.
15th
Weak Point
Beginning at 15th level, your vison excels to where you can see a target's weak points. Using an action, you may observe an enemy and find out out optimal targets, giving you hit advantage on that enemy. This ability may only be used once per combat
Beginning at 15th level, your vison excels to where you can see a target's weak points. Using an action, you may observe an enemy and find out out optimal targets, giving you hit advantage on that enemy. This ability may only be used once per combat
16th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]17th
Team Focus
At 17th level, your focus ability also reveals a 5 foot radius around all teammates regardless of position and obstruction
At 17th level, your focus ability also reveals a 5 foot radius around all teammates regardless of position and obstruction
18th
Efficient Marksmanship
Beginning at 18th level, not taking damage for three consecutive rounds gives you an instant focus and team focus ability status.
Beginning at 18th level, not taking damage for three consecutive rounds gives you an instant focus and team focus ability status.
19th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]20th
Crackshot Focus
At 20th level, your team focus and focus ability combine and improve to the greatest length possible. Using this ability as a bonus action combines the two previous abilities normally. Using this ability as an action replaces the +1d6 DMG with +1d12 DMG and the 90 extra feet with 110. You also have 10 feet of team focus radius with an action.
At 20th level, your team focus and focus ability combine and improve to the greatest length possible. Using this ability as a bonus action combines the two previous abilities normally. Using this ability as an action replaces the +1d6 DMG with +1d12 DMG and the 90 extra feet with 110. You also have 10 feet of team focus radius with an action.
Class Paths
Save & Load
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