An arrow flies unerringly from a high mountain
aerie, striking a paladin's mount. Expecting only
a flesh wound, the knight is stunned to watch his
companion crumple to the earth. This
unfortunate soul has trespassed into the domain
of the deepwood sniper, and he may not make it
out alive.
A deepwood sniper is patient, careful, quiet, and accurate.
These rangers are stealthy archers whose deadly arrows sail
from extreme ranges, trained to lie in wait for their targets
and strike without warning or fear of retaliation.
Deepwood 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 |
Hunter's Mark |
5th |
Misty Step |
9th |
Clairvoyance |
13th |
Greater Invisibility |
17th |
Far Step |
Flawless Aim
At 3rd level, your sight is keen enough to see through the thickest woods, and you can pick out targets with the slightest light. You ignore the disadvantage on Wisdom (Perception) checks imposed by light obscurement.
Your sharp eyesight also allows you to aim carefully to bypass defenses. When you make a ranged weapon attack with advantage and both rolls would hit, you can roll one additional weapon die and add the result to the damage.
As a bonus action, you can give yourself advantage on your next ranged attack roll on this turn. You can do this only if you haven’t moved during this turn, and afterwards, your speed becomes 0 until the end of the turn.
Beyond the Horizon
Starting at 3rd level, your projectiles are more effective at picking off targets from extreme distances. Your normal range for ranged weapons with the two-handed property increases by 20 feet at 3rd level, and again at 7th (40 feet), 11th (60 feet), and 15th (80 feet). Your long-range for these weapons increases by 80 feet each time your normal range increases.
While you are wielding a ranged weapon, the range of your hunter's mark spell becomes equal to your normal range for that weapon.
Draw and Withdraw
Starting at 7th level, you strike quickly and escape when your enemies threaten you in close quarters. When you make a melee attack with a weapon, you can forgo one of your attacks this turn to gain the benefit of a Disengage action.
Rapid Target Acquisition
At 11th level, whenever you reduce a creature to 0 hit points with a ranged attack, you can immediately designate a new target within 30 feet of it without using an action, which becomes the new target of your hunter's mark (if possible).
When you do so, you can use a bonus action to make a single ranged attack against the new target. Your weapon’s damage die for this quick-shot is a d4.
Covering Fire
Starting at 15th level, you can use your reaction to make a ranged weapon attack, with disadvantage, in response to a creature you can see making an attack against a creature other than you. If this special attack hits, the creature takes 1d8 piercing damage and has disadvantage on the attack roll.
You must choose to use this ability before the creature makes the attack roll.
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