Deepwood Sniper Ranger Conclave 5e

by TheButler3000

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DEEPWOOD SNIPER | u/THEBUTLER3000

Deepwood Sniper

A deepwood sniper is a patient, careful, quiet, and deadly accurate individual. They are a stealthy, long-range terminator whose arrows sail accurately from much longer ranges than those of other archers.

Deepwood Sniper Features
Ranger Level Feature
3rd Deepwood Sniper Magic, Flawless Vision, Sniper's Intuition (+25 feet)
7th Distracting Shot, Sniper's Intuition (+50 feet)
11th Steady Aim, Sniper's Intuition (+75 feet)
15th Headshot Tactics, Sniper's Intuition (+100 feet)

Deepwood Sniper Magic

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

Ranger Level Spell
3rd Expeditious Retreat                      
5th Misty Step
9th Clairvoyance
13th Greater Invisibility
17th Far StepXGE

Flawless Vision

At 3rd level, your keen eyesight gives you insight into your target's location and defenses. If you have not moved on your turn, you can use your bonus action give yourself advantage on your next attack roll. When you use your bonus action in this way, your speed is reduced to 0 until the end of your turn. You can use this bonus action as part of the bonus actions used for the Misty Step and Far StepXGE spells.

You are also able to see into lightly obscured areas without disadvantage on your Wisdom (Perception) checks.

Sniper's Intuition

Starting at 3rd level, your shots are more effective at picking off targets from a distance. While you are wielding a ranged weapon with the two handed property, the normal and long range of that weapon increases by 25 ft. This benefit increases as you gain levels in this class, increasing by an additional 25 ft. at 7th, 11th and 15th level. For example, a 7th level Deepwood Sniper using a longbow can shoot it at a normal range of 200 ft, instead of just 150 ft.

Additionally, when you hit a creature that is surprised or is unable to see you with a ranged weapon attack, the creature takes an additional 1d8 damage, or 3d8 damage on a critical hit.

Distracting Shot

At 7th level, your quick reflexes let you protect your allies with suppressing fire. As a reaction to a creature you can see





within your normal range making an attack, you can make a ranged weapon attack against that creature. Whether or not your attack hits, you also impose disadvantage on the target creature's attack roll.

You must then finish a short or long rest to use your Distracting Shot again.

Steady Aim

At 11th level, when you make a ranged weapon attack roll, you can choose to reroll the attack. You can use this ability after you roll the die, but before the outcome is determined. If you choose to reroll, you must use the new roll.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Headshot Tactics

At 15th level, you now find it easier to aim for the head. Whenever you do a ranged attack roll with advantage, if both rolls were to hit the target, it counts as a critical hit for the purpose of increasing the 1d8 additional damage of Sniper's Intuition and the target must also make a Constitution saving throw (ranger spell DC) or be blinded until the end of your next turn. This feature does not affect gargantuan, nor headless creatures or creatures with similar anatomy.

In addition, when attacking with advantage you score a critical hit on a roll of 19 or 20.

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