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Spell Sniper


Hit Points

Hit Dice: d4 per Spell Sniper level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Prerequisites: At least 1 level of Rogue or the Rogeish Nature Feat And 1 level of the Wizard or Sorcerer Class or the Magic Initiate Feat. This class counts as full caster in the multiclasing table.


Class Features

-Spellwarp:     Starting at 1st level, You can add your Sneak Attack to your spells, Spell attacks.     -Spell Sniper:   Starting at 1st level, You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:   • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.   • Your ranged spell attacks ignore half cover and three-quarters cover.   • In addition, choose one 1st-level spell from the Wizard Spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.     -Raystrike:   Starting at 2nd level, Whenever you cast a damaging spell in the form of a cone, cube, sphere, cylinder (You can find the specifics in Pag 186 PHB) You can Change the shape of the spell into one Line to maximize the damage of the spell. When you change the shape of the spell it changes in this way:   • It change from a Save to an spell attack (This also it implies that if the attack doesn´t hit they take half damage).   • The spell can only target One creature.   • You now add half of the damage dice of the spell as additional damage (Rounded Down).     -Ray Mastery:   Starting at 3rd level, Your control over your Ray spells is impeccable and whenever you a Ray spell you can apply one of these effects before you cast the spell:   • You can divide the spell into 2 Rays that have to target diferent creatures and if the a ray hits it deals Half of the dice of the spell.   • You can Charge the ray and make a small explocion where the ray hits, if the attack hits you can deal half of the damage to all creatures within 5f of the target.   • You can make the ray with a powerfull pushing force, if the attack hits the target has to make a Strength saving throw or be pushed 20f back and knocked prone if they succeed the save they are not pushed or knocked prone.   -Ability Score Improvement:   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
 


Created by

Juanxd123.

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Class Features

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