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Homebrew Rogue Archetype: Sniper

Crioni

First Post
Hey guys! Been looking around for a sniper rogue archetype, but haven't found ANY. So I've made my own. I'd love to get feedback on this . . . Balance, clarity, phrasing, etc. Enjoy!

Rogue Archetype: Sniper

Sniper Training
When you choose this archetype at 3rd level, you gain proficiency with longbows and heavy crossbows. Additionally, you gain the Archery Fighting Style.

Careful Aim
Starting at 3rd level, you may start your turn by choosing to lose your movement action for that turn. If you do so while wielding a two handed ranged weapon, you are under the effect of Careful Aim, allowing you to use sneak attack against any enemy within range. Careful Aim lasts until you move or are moved, until you are hit by an enemy attack, or until you start your next turn.

Composure
At 9th level, your mental training has strengthened your ability to mask your intentions and remain inscrutable. Insight, Investigation, and Perception checks made against you by creatures that can see you have disadvantage. Additionally, if you are under the effects of Careful Aim, you have advantage on Stealth checks to become hidden and can attempt to hide when lightly obscured.

Camper
At 13th level, your grasp of concealment and stillness has reached unparalleled heights. When you make a ranged weapon attack while hidden, your position is not revealed. However, enemies will know that you are in the area, and might start looking for you. Also, while under the effect of Careful Aim, you have advantage on ranged weapon attacks.

Called Shot
By 17th level, you have gained stunning mastery over the path of your arrows. While under the effects of Careful Aim, you may use a bonus action to make a called shot, targeting a specific body part on an enemy. A called shot gives your next ranged attack one of the following benefits:
  • Head – On a hit, you may deal two additional weapon die of damage.
  • Leg or Wing – On a hit, your attack causes the target enemy to lose 2d4 spaces of movement speed until the end of their next turn.
  • Arm – On a hit, your attack hampers the enemy’s fighting. It has disadvantage on attacks for a number of turns equal to your Wisdom or Intelligence modifier.
  • Center Mass – On a hit, your powerful shot staggers the enemy, stunning them until the start of your next turn.

Additionally, you automatically hit when you make a ranged attack against an inanimate object.
 
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Switched a few things around and did some editing. Right now the DPR numbers definitely seem a touch high, but that might get dropped sharply when you combine Careful Aim with actual combat. Thoughts??
 

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