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Deadeye Sniper

The distant cough of a concussion rifle, the wet thud of an impact, and an extremely recent widow screaming in terror: these are usually the only sounds indicating that a deadeye sniper has paid a visit. Such rangers are infamous for their uncanny accuracy with a blaster at all ranges, but prefer to be far away from their targets, carefully lining up crosshairs before pulling the trigger. If at all possible, a sniper is an unseen foe, using range and stealth in equal measure to pick off their foes.

No-Scope

When you choose this archetype at 3rd level, you ignore the Sighted property of weapons you wield.

One Shot, One Kill

Also at 3rd level, you begin to practice a style of combat that promotes precision over volume of attacks. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 damage to the target if you haven’t moved since the beginning of your last turn.

Concealed Position

At 7th level, given enough time, you can prepare hidden sniper nests. A sniper nest takes 10 minutes to construct and occupies a 10-foot square area. While inside the nest, you have three-quarters cover and can see out of it unhindered. Neither you nor the nest can be seen by any creature or sensor more than 30 feet away, even if you make an attack from inside, though you can still be heard and detected by divination spells that penetrate more than one inch of solid material. A creature within 10 feet of the nest can detect its presence with an Intelligence (Investigation) check against your spell save DC. Once you leave a nest, you can’t benefit from it again.

Overwatch

Beginning at 11th level, if you are wielding a ranged weapon, and a hostile creature that you can see moves into or within the normal range of that weapon, you can use your reaction to make an opportunity attack against that creature using your ranged weapon.

Disappear

By 15th level, you are a true master of stealth, capable of fading into thin air. As a reaction when you take damage, you can use this ability to move up to 5 feet without provoking opportunity attacks and become invisible until the beginning of your next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum 1), and regain all expended uses when you finish a long rest.

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Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair