Ranger Warp Sniper

by SubjectiveSloth

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Warp Sniper

Some rangers seek to challenge themselves to make impossible shots from immeasurable distances. Warp Snipers use magical tricks to push the limits of their range and bombard their targets from as far away as possible.

Warp Sniper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warp 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.

Warp Sniper Spells
Ranger Level Spells
3rd faerie fire
5th misty step
9th elemental weapon
13th dimension door
17th teleportation circle

Inescapable Mark

Starting at 3rd level, when you cast hunter's mark, a small portal manifests and orbits near that target, depositing your missiles at close range when you fire them. You gain the following additional bonuses to this spell:

  • The range of the spell is increased to 200 feet.
  • You can add your Wisdom modifier to attack rolls made against marked targets.
  • Attacks you make against marked targets ignore half and 3/4 cover

Long Shot

At 3rd level, when you choose this conclave, you begin to learn how to deliver damaging ammunition over farther distances using portals and teleportation magic. When you are using a ranged weapon, your weapon's ranges each increase by 100 feet. This bonus increases to 200 feet at 7th level, and 400 feet at 15th level.


Extra Attack (Revised Ranger)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Warp Arrow

Starting at 7th level, you can loose a deadly bolt of pure force that pierces one's astral self. As an action on your turn while you are wielding a ranged weapon, you can expend a Ranger spell slot to force all creatures within a 5-foot wide by 90-foot long line in front of you to make a Wisdom saving throw again your spell save DC. A creature takes 2d8 force damage, plus another 1d8 per level of the spell slot on a failed save, or half as much in a successful one.

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Final Flight

By 11th level, you have developed a magical technique for accelerating your missiles dramatically over a long distance. As an action on your turn, you can make a single ranged weapon attack. If the attack hits, it deals 2 additional points of piercing damage for every 10 feet between you and the target of your attack.

Once you use this feature, you can't use it again until you finish a long rest.

Sniper's Defense

At 15th level, your skills prevent your enemies from ever gaining the upper hand in combat. As long as you are not incapacitated, attack rolls made against you are never made with advantage.

Additionally, if a creature within your weapon's range attempts to make an attack roll with advantage, you can use your reaction to negate that advantage, causing the roll to be made normally.

Warp Sniper v1.2

The primary goal of this version of the Warp Sniper is to gain feedback on each of the features and the overall balance of the subclass.

- SubjectiveSloth
Recent Changes
  • Changed Inescapable Mark to grant +Wis to attacks, instead of advantage 1/turn
  • Removed Shure Shot
  • Added Final Flight
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