Sniper

by qorinthian

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Sniper

Snipers are deadly ranged assassins often hired by mobs and bosses in the underworld. On silent nights, they stalk the rooftops and hunt targets from afar. Their prey rarely sees the arrow strike them in the dead of night.

Spotter Team. Like most, snipers work with a partner for set-up and protection. The spotter is tasked with scouting the shots with a powerful spyglass and ensuring the safety of the sniper with their shield.


Sniper

Medium humanoid (any race), any alignment


  • Armor Class 16 (studded leather)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 15 (+2) 13 (+1) 14 (+2) 10 (+0)

  • Saving Throws Str +3, Dex +7
  • Skills Acrobatics +7, Perception +8, Stealth +7
  • Senses passive Perception 18
  • Languages Common and any one language
  • Challenge 8 (2,300 XP)

Assassinate. During its first turn, the sniper has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the sniper scores against a surprised creature is a critical hit.

Sneak Attack (1/Turn). The sniper deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the sniper that isn't Incapacitated and the sniper doesn't have disadvantage on the attack roll.

Sniper. When the sniper makes a ranged attack, its range is doubled, it ignores half cover and three-quarters cover, and long range does not impose disadvantage on its ranged attacks.

Stealthy. The sniper can attempt to Hide as a bonus action.

Actions

Multiattack. The sniper makes two melee attacks.

Modified Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 800/800 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Smoke Bomb (3/Day). The sniper smashes a smoke bomb at its feet, creating a 20-foot radius smoke cloud centered on it. For the next minute, the area is considered heavily obscured. The smoke can be dispersed by strong winds (over 30 mph).


Spotter

Medium humanoid (any race), any alignment


  • Armor Class 18 (studded leather, shield)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 10 (+0)

  • Saving Throws Dex +5
  • Skills Acrobatics +5, Perception +5, Stealth +5
  • Senses passive Perception 15
  • Languages Common and any one language
  • Challenge 3 (700 XP)

Spyglass. If the spotter is not incapacitated, it has advantage on Wisdom (Perception) checks, thanks to its spyglass.

Actions

Multiattack. The spotter makes melee two attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Reactions

Protection. The spotter can impose disadvantage on an attack roll against an ally within 5 feet of the spotter. To do so, the spotter must see the attack and be wielding a shield.

PATREON | ARIPOCKILY

Art Credit: Alicja Kapustka, via Gwent

 

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