Some hunters prefer to stalk the wilderness in solitude, tracking prey for days or weeks and then waiting hours for the perfect opportunity to present itself. Snipers live for the perfect shot, preferring to strike at a creature who never saw the arrow coming.

Sniper Features
Ranger Level Feature
3rd Hold Steady, Taking the High Ground, Sniper Magic
7th Sniper’s Crouch
11th Pinned and Caught
15th Piercing Shot

Sniper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sniper Spells table. The 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 grease
5th rope trick
7th slow
13th hallucinatory terrain
17th banishing smite

Hold Steady

At 3rd level, you can choose to steady yourself before attacking a creature. As a bonus action, you may take aim at an enemy.

If the target you aimed at ends its turn within 5 feet of where it stood when you used this ability, your next attack against it has advantage and it deals 1d10 extra damage.

Taking the High Ground

Also at 3rd level, you understand the value of elevation in a fight. Any successful attack you make against a creature that is vertically 20 feet or more away from you deals an additional 1d4 damage. This damage increases by 1d4 for every additional 20 feet you go above the initial 20 feet.

Sniper’s Crouch

Beginning at 7th level, you suffer no disadvantage to your attacks from being prone on the ground. In addition, while you are prone you are considered to have half cover.

Pinned and Caught

Starting at 11th level, you can attempt to pin a creature who is standing on the ground or leaned against a wall, with your weapon. When you make a weapon attack, you can choose to make it a pinning attack, suffering disadvantage on the attack roll. If the attack hits, you do an extra 1d6 damage and the creature of your attack is pinned if the weapon or piece of ammunition you used is not removed. This means that if you are using a dagger or a sword with this feature, you must leave the weapon in place. However, you do not need to keep holding the weapon, and can instead let the weapon go. The creature becomes restrained, and it may use its action on each of its subsequent turns to attempt to break free. The DC for this escape check is you ranger spellcasting DC. You must declare that you are using this feature before you make the attack.

Piercing Shot

At 15th level, your attacks hit with such force that they can pierce through multiple creatures. After making a successful weapon attack, the weapon or ammunition can pierce through to hit another creature, as long as the second creature is within range. The second creature must be in a direct line from you and the initial target to get hit. You must make a new attack roll against this creature to see if the attack hits it, but it does not count as a new attack action.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen