Kassoon

Sniper

Class List

Quick 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.
0

Additional Rows: 0
LevelProficiency BonusFeatures 1st2nd3rd4th5th 1st2nd3rd4th5th6th7th8th9th
1st +2Focus, Overhead Advantage 2
2nd +2Tactical Reconnaissance, Danger Sense 2 3
3rd +2Backup Plan 3 42
4th +2Ability Score Improvement 3 43
5th +3Returning Fire, Evading Fire 42 432
6th +3Improved Focus 42 433
7th +3Advanced Reconnaissance 43 4331
8th +3Ability Score Improvement 43 4332
9th +4Shattering Shot 432 43331
10th +4Quiet Approach 432 43332
11th +4Extreme Focus 433 433321
12th +4Ability Score Improvement 433 433321
13th +5Light Critical 4331 4333211
14th +5Reconnaissance Expert 4331 4333211
15th +5Weak Point 4332 43332111
16th +5Ability Score Improvement 4332 43332111
17th +6Team Focus 43331 433321111
18th +6Efficient Marksmanship 43331 433331111
19th +6Ability Score Improvement 43332 433332111
20th +6Crackshot Focus 43332 433332211

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
[+instructions]

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.
[title]Focus[/title]
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.
[title]Tactical Reconnaissance[/title]
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.
[title]Backup Plan[/title]
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.

[title]Ability Score Improvement[/title]
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.
[title]Returning Fire[/title]
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.
[title]Improved Focus[/title]
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.

[title]Advanced Reconnaissance[/title]
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[/#]
[title]Ability Score Improvement[/title][#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.
[title]Shattering Shot[/title]
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.
[title]Quiet Approach[/title]
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.
[title]Extreme Focus[/title]
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[/#]
[title]Ability Score Improvement[/title][#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.
[title]Light Critical[/title]
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.
[title]Reconnaissance Expert[/title]
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
[title]Weak Point[/title]
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[/#]
[title]Ability Score Improvement[/title][#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
[title]Team Focus[/title]
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.
[title]Efficient Marksmanship[/title]
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[/#]
[title]Ability Score Improvement[/title][#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.
[title]Crackshot Focus[/title]
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.

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