Planar Sniper (5e Class)

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Planar Sniper

You are a Planar Sniper. A being that through some means, has bonded with a Rifle of the Planes.This unique weapon allows you to perform feats that few believe possible by harnessing the power of the Planes of Reality themselves. This power is focused in your Rifle, and is initially dormant. As the bearer of the Rifle gains more power, more elements of that individual Rifle of the Planes emerge.

Creating a Planar Sniper

Before creating your Planar Sniper, ask your self a few questions first. How did your character come into contact with their Rifle of the Planes? Was it looted treasure from an adventure? A family heirloom passed down as a decoration? Or was it stolen from a rich nobleman or some important figure?

Quick Build

You can make a Planar Sniper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal background.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st


Armor: Light
Weapons: Simple, Rifle of the Planes
Tools: Thieves' Tools
Saving Throws: Dexterity and Wisdom
Skills: Choose 3 from: Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth


You start with the following equipment, in addition to the equipment granted by your background:

  • Rifle of the Planes
  • (a) a shortsword or (b) two daggers
  • (a) a burglar's pack or (b) an explorer's pack
  • Leather armor, thieves' tools

Table: The

Level Proficiency
1st +2 Rifle of the Planes, Planar Scope Upgrade
2nd +2 Sniper's Shot
3rd +2 Rifle's Aim, Planar Barrel Upgrade
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Planar Visor, Planar Visor Upgrade
6th +3 Aim Feature
7th +3 Planar Magazine Upgrade
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Planar Connection Upgrade
10th +4 Aim Feature
11th +4 Planar Stock Upgrade
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5 Planar Loading Upgrade
14th +5 Aim Feature
15th +5 Planar Bipod Upgrade
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6 Planar Merge Upgrade
18th +6 Aim Feature
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Reap What You Sow

Rifle of the Planes

Starting at 1st Level you gain the use of a Rifle of the Planes, which has the following statistics.

Weapon - Rifle of the Planes

Price - None

Damage - 1d10 Piercing

Weight - 16lbs

Properties - Ammunition, Heavy, Range, Special

Range - 150/600 Feet

Ammo - 2 Magazines Per Long Rest, 10 Shots Per Magazine

Special - You may punch through materials made of Wood and Bone with an object AC less 15, and that are less than 3 inches thick.

You automatically have proficiency in the Rifle, and add your Dexterity modifier to its damage.

The Rifle's damage increases to 2d8 at 5th level, 2d10 at 8th level, 3d8 at 12th level, 3d10 at 15th level, and 4d10 at 18th level.

Starting at 6th level, your Rifle of the Planes shots count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.

At 1st level, you may also select a Planar Scope Upgrade. Planar Upgrades are how you determine the abilities of your rifle. Scope Planar Upgrades may be selected from the list below.

Elemental Plane of Fire - Thermal Scope. Your scope highlights sources of heat out to a distance of 120 feet. This effect does not work through obstacles.

Elemental Plane of Air - Predictive Air Currents. If an enemy moves within 20 feet of you, you may make one shot against it as a reaction.

Elemental Plane of Water - Water Reading. The scope places a marker of the general emotional state of every sentient creature you can see, out to 120 feet.

Elemental Plane of Earth - Metal Sight. Your scope highlights refined metal objects (Weapons, armor, other metal objects, and Constructs) out to a distance of 120 feet.

Sniper's Shot

Starting at 2nd level, once every long rest you may make a targeted shot at a specific part of the body with your Rifle. Each part has different effects as shown below. To fire at certain shot, the target must have at least one of the associated body part. This increases to twice every long rest at 8th level, and to three times every long rest at 14th level.

Head - DC 18 Dexterity check - Target takes an additional 1d10 piercing damage.

Hand - DC 15 Dexterity check - Target drops what they are holding in one hand, and cannot pick it up for 1 round.

Foot - DC 15 Dexterity check - Target's speed becomes 0 for 1 round.

Torso - DC 15 Dexterity check - Target must make a DC 15 Constitution Saving Throw or be Stunned for 1 round.

Rifle's Aim

At 3rd level, you choose an Aim. Choose between Aim of the Marksman, Aim of the Assassin, and Aim of the One, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level. Additionally, you may select a Planar Barrel Upgrade from the list below.

Divine Plane - Executioner's Mark. As a bonus action, you may make a visible red mark of your choice appear over the head of a creature that you can see within 120 feet for 1 minute. While the mark is active, the target takes an additional 1d8 Radiant damage from you. You may use this once, regaining the use upon finishing a Short rest.

Demonic Plane - Sign In Blood. You gain a quill of the same material as your rifle that can be manifested from your rifle as a bonus action. As an action you may make a melee attack against a target while speaking terms they must abide by. If they break these terms, you immediately know where they are, and that information updates every night at midnight for the next 3 nights. The target also takes 1d12 Necrotic damage when they break the terms, which manifests in a red mark of your choice that appears above their head for 3 days and nights. You may only have one person under terms at a time. You may use this only one time, and can use it again after one Long rest.

Celestial Plane - Spirit of Warning. You can speak through your rifle to a creature you can see within 120 feet.

Fiendish Plane - Black Death. Bullets no longer create any audible noise past a distance of 5 feet.

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.

Planar Visor

At 5th level, your connection to your Rifle, and thus to the Planes it is connected to, has deepened. This connection has reached sufficient depth to unlock the Rifle's companion, the Realm Visor. The Visor appears to be a black helmet that fully encloses the head, with a clear pane on the front. From the outside, this pane appears to be opaque, and of a color chosen by the wearer. The Visor may be freely worn and removed by the wearer, but may not be removed by an outside force. When wearing the Visor, you are immune to the Blinded and Deafened conditions, have Darkvision out to 120 feet, and may choose to see through the scope of your Rifle remotely to any distance. You may also select a Planar Visor Upgrade from the list below.

Astral Plane - Astral Control. This visor allows you to turn and aim your rifle remotely at a distance of up to 600 feet, rotating in space in the last place that it was set down.

Neutral Aligned Plane - Plane Vision. You can see the home plane and true form of any creature.

Shadowfell - Darkened Eyes. Allows you to move your center of vision up to 30 feet in any direction from where you currently stand.

Planar Magazine Upgrade

Starting at 7th level, you have gained the ability to condense part of the essence of some of Realms into special Magazines. You may select a Planar Magazine Upgrade from the list below. You may generate 1 Special Magazine per long rest.

Dead Magic Plane - Dead Magic Magazine. On a hit, the target must make a DC 15 Constitution Saving Throw or be unable to cast spells or use spell-like abilities for 1 round.

Wild Magic Plane - Wild Magic Magazine. On a hit, the target must make a DC 20 Constitution Saving Throw or have any spell they cast of Level 1 or more act as Wild Magic on the Sorcerer's Wild Magic table for 1 round.

Feywild - Feywild Magazine. On a hit, the target must make a DC 10 Constitution Saving Throw or become unconscious for 1 round.

Planar Connection Upgrade

Starting at 9th level, your gun has visibly bonded with you, granting you two options as to where it connects. You may select a Planar Connection Upgrade from the list below.

Positive Energy Plane - Vital Aim [Tubes to Chest] Shoot non-magical missiles out of the air, as a reaction, up to a range of 30 feet.

Negative Energy Plane - Blood Draw [Tubes to Arm] Take 1d8 Necrotic damage to generate a Standard Magazine that lasts for 30 minutes. Said damage can not be mitigated, lowered, or otherwise prevented in any way.

Planar Stock Upgrade

Starting at 11th level, the Planes integrate further into your Rifle, altering and expanding its capabilities. You may select one Planar Stock Upgrade from the list below.

Chaos Aligned Plane - Break The Shackles. Twice per long rest, choose a circular area with a 30 foot radius within 300 feet of you. Every sentient creature within that area must make a DC 15 Charisma saving throw or for the next minute attempt to do what they most desire. This desire is unaffected by spells such as Modify Memory or other mind tampering effects.

Law Aligned Plane - Orders Ordained. Once per long rest, as a bonus action you may generate a bullet above your palm that you may then give one command it will attempt to perform to the best of its ability. The bullet may not accomplish tasks for which it does not have the capacity, such as picking up things, but may perform normally impossible actions such as turning in midair. These commands lose effect if the bullet goes more than 120 feet from where you originally fired it.

Good Aligned Plane - See The Stained. Three times per long rest, you may as an action see the Stained. For the next minute, you see a bloody mark over the head of those who have committed certain crimes. This manifests as a tear for those who have killed a sentient being in the last 24 hours, a coin for those who have stolen a combined worth of 10 GP or more in the last 24 hours, and a clenched fist for those who have plotted to harm others in the last 24 hours.

Evil Aligned Plane - Throw Down The Righteous. One per Long rest, as an action you may create a Demiplane opening beneath the feet of one creature. The creature must make a DC 20 Dexterity Saving Throw or fall inside. Succeed or fail, the opening then closes. 5 minutes later, a similar opening appears in front of you which the creature is raised out of. The opening opens on a non-harmful or difficult, solid surface in the surrounding area. If no such area is available, the opening opens when such an area becomes available. The Demiplane does not work on flying or swimming enemies.

Planar Loading Upgrade

Starting at 13th level, you have learned how to access and harness more complex Planes of reality. As such, you have learned how to imbue your bullets with the power of the Composite Planes. You may select one Planar Loading Upgrade from the list below.

Composite Plane of Ice - Glacial Bullets. Grants 1d8 Cold damage to Standard Magazines.

Composite Plane of Smoke - Inhalation Bullets. Grants 1d8 Poison damage to Standard Magazines

Composite Plane of Ooze - Slime Bullets. Grants 1d8 Acid damage to Standard Magazines

Composite Plane of Magma - Molten Bullets. Grants 1d8 Fire damage to Standard Magazines

Planar Bi-pod Upgrade

Starting at 15th level, you have taken the power of the darker Planes and incorporated them into your Rifle. You may select one Planar Bipod Upgrade from the list below.

The Abyss - Emptiness. Once per Long rest, as an action you may cast Greater Invisibility on yourself.

Limbo - Step Through Nothing. Twice per Long rest, you may walk through a solid objects until the end of your turn.

Nine Hells - Wrath of the Underworld. Once per Long rest, you may have a bullet you fire transform upon impact into a Fiend of CR 6 or lower that remains for 1 minute or until it dies. The Fiend is friendly to you and hostile to everyone else, and will obey verbal instructions.

Planar Merge Upgrade

Starting at 17th level, you and your Rifle, and thus the Planes it embodies, have become so deeply intertwined as to be inseparable. This has allowed you, not just your Rifle, to harness the power of the Synergy Planes. You may select two Planar Merge Upgrades from the list below.

Synergy Plane of Lightning - Lightning Twitch Reflexes. Grants a +5 to initiative, and if an opponent makes a melee attack against you, you may use your reaction to make a DC 15 Dexterity check. On a success, the attack misses.

Synergy Plane of Vacuum - Elemental Void. Once per long rest, as a Reaction to an attack that deals Lightning, Cold, Fire, Psychic, Radiant, Necrotic, or Force damage, you may gain immunity to that damage type for 3 turns.

Synergy Plane of Steam - Flowing Form. Twice every long rest, you may become steam for a number of rounds equal to your Dexterity modifier + your Proficiency bonus. While in steam form, you have a +5 to Stealth checks and can fit through spaces of up to 1 inch.

Synergy Plane of Salt - Bolt of Withering. Once per long rest, you may fire a bolt of primal energy from the plane of salt at a target. On a hit, the target must make a DC 25 Constitution Saving Throw. On a failure, the target takes 4d10 Necrotic damage and is blinded and silenced for 2 turns. Plant-based creatures have disadvantage on the Saving Throw.

Synergy Plane of Dust - The Ground Around Us. Your walking speed increases by 10 feet of movement, and you gain a climbing speed equal to twice your walking speed.

Synergy Plane of Minerals - Deep Blade. Twice per long rest, you may make a melee attack against 1 target within 10 feet of you. On a hit, you deal 1d10 Piercing damage, as if by a magical weapon, and 2d10 Force damage.

Synergy Plane of Ash - Ashes to Ashes. Twice per long rest, you may dissolve into ash as a bonus action. While in ash form, you may not be harmed, and have a speed of 0, though others may still move you. You also can sense all heat sources out to 120 feet, and may reform within 5 feet of one of them as an action.

Synergy Plane of Radiance - Divine Eruption. You may, as an action, allow the pure radiant energy of the Plane of Radiance to flow through and out of you. Every creature in a 15-foot radius must make a DC 20 Constitution Saving Throw or be blinded for 2 rounds. You can do this one time, regaining this use on a Short rest.

Reap What You Sow

Starting at 20th level, you have become an Embodiment of the Rifle of the Planes. As such, you may combine the power of all Planes for one brief, glorious second. Once per day, as an Action you may make a Pure Shot. You make a number of shots against a number of enemies in a 500-foot radius. You may make 5 shots against 1 target, 3 shots against 5 targets, 2 shots against 10 targets, or 1 shot against 50 or more targets. There is no maximum to the number of targets that may be hit at once by the 1 shot per target ability.

Aim of the Marksman

As a Marksman, you are the farthest foe from the battle, and the one doing the most killing. Nothing can stop your bullet from reaching its destination, be it flesh or steel.

Shatter Strike

Starting at 3rd level, you gain the ability to shatter the weapons of your opponents. Once every long rest, you may break an opponent's held weapon if that weapon is made of Wood. This increases to Iron and Steel at 10th level, and to Mithral at 15th level.

Stop For Nothing

Starting at 6th level, your bullets let nothing stand between them and their target. Your bullets can now freely penetrate materials with a standing armor class of 17 and up to 5 inches thick, doing an additional 1d4 damage. This increases to a standing armor class of 19, 8 inches thick, and 1d6 damage at 10th level. And a final upgrade in penetration power to a standing armor class of 21, 12 inches thick, and 1d8 damage at 15th level. This feature doesn't apply to penetrating through a conscious creature's AC, but going through object they are hiding behind.

Let None Escape

Starting at 10th level, you make sure that no enemy can flee from you. Twice per short rest, you may fire a Crippling Shot at an opponent. If it hits, the opponent's speed is reduced by 20 feet for until the end of their next turn. If an enemy is flying, they remain aloft if their movement is greater than 0. If it hits 0, they fall from the sky, and take the appropriate amount of fall damage. Starting at 15th level, you may also target land and air vehicles. If a vehicle is hit, its speed is reduced by 30 feet.

Undeniable Damage

Starting at 14th level, your Rifle's damage may not be lowered nor mitigated. Any damage you deal with your Rifle or its abilities overcomes Resistance. At 20th level, any damage you deal with your Rifle or its abilities also overcomes Immunity.

A Shot To Topple A Tyrant

Starting at 18th level, you have become the pinnacle of a Marksman. As such, you have been granted by the Planes a shot to topple empires. Once per week, you may as an Action fire a King Killer Shot. The target of the Shot must be more than 1 mile away, and must be within 20 miles. If you have seen the target within the last month, you may fire the Shot. Once fired, the Shot teleports to directly in front of the target, in the nearest unoccupied space. If there is no unoccupied space in front of the target, the Shot teleports to a random unoccupied side. The Shot deals 1d10 Piercing damage, 3d10 Force damage, 1d10 Fire damage, 1d10 Cold damage, 1d10 Radiant damage, and 1d10 Necrotic damage, which ignores Resistance.

Aim of the Assassin

You are the killer of kings, and the slayer of emperors. Or are you? After all, no one ever saw you do it.

Infiltration Gas

Starting at 3rd level, your rifle gains a gas dispenser at the end of the barrel, allowing you to put people to sleep. Twice per long rest, you may cast the Sleep spell as a 1st level spell in a 15-foot cone originating from your rifle's tip. This increases to a 4th level spell at 14th level, and to a 7th level spell at 20th level.

Armor Piercing

Starting at 6th level, your bullets are specially made to pierce armor, and the person inside it. Whenever you are rolling to attack a target, the target gains a -1 to their AC. This increases to a -3 to at 10th level, and to a -5 at 15th level.

Curve The Bullet

Starting at 10th level you have gained the ability to make shots that others would rightly consider impossible. Twice per short rest, you may fire a Bouncing Shot. If you can see or have seen a creature within 120 feet within the last 6 seconds, you may make a ranged attack against them. Starting at 15th level, if have also seen up to 2 other creatures within a 60 foot radius of the original target within the same period of 6 seconds, you may choose to have the bullet bounce to them, with a -3 to the attack roll on the second target, and a -6 on the third.

Ghost In The Walls

Starting at 14th level, once per long rest you may choose to enter Apparition for one minute. While in Apparition, you appear to be a translucent black and white figure. Additionally, while in Apparition, anyone who sees you and then looks away from you must make a DC 25 Wisdom Saving Throw or lose all memory of having seen you for that period of time. This memory may not be regained through any means except by a Wish spell.

Temporal Bullet

Starting at 18th level, you may harness the power of the Elemental Chaos to place a temporary Temporal Anchor. Once per long rest, you may place a Temporal Anchor and then teleport you and everything non-living with 1 foot of you to a place you can see within 500 feet for 6 seconds. After those 6 seconds, you return to where you placed the Anchor, in the same state you were when you placed it.

Aim of the One

You have chosen to forgo the basic physical paths to delve into the bond between you and your Rifle. With a greater understanding comes increased power to you and your bonded.

Plane Tracker

Starting at 3rd level, your connection to the planes has manifested once again, this time in a Rifle Tracker. You know where your Rifle is at all times. You know what location it is at, as well as what plane it is on. At 14th level, you know who or what it is currently in the possession of, if anybody. At 20th level, you also gain knowledge of the area around the Rifle up to 60 feet.

Planar Armor

Starting at 6th level, you have widened your connection with not only your Rifle, but your Visor. As such, when the Visor is worn, it generates a black, skintight suit of Armor over you of the same material as your Rifle and Visor. The Armor temporarily replaces whatever armor you are currently wearing, and grants you an AC of 13 + Dexterity modifier. This increases to 14 + Dexterity modifier at 10th level, and to 15 + Dexterity modifier at 15th level. It also grants you advantage on Stealth checks, and reduces the effective damage of falling by 20 feet. This increases to 50 feet at 10th level, and to 100 feet at 15th level.

Synergy Armor

Starting at 10th level, you have upgraded your armor to incorporate all elements of your arsenal. Your Rifle of the Planes becomes part of the armor, and can be stored in the armor when the armor is active. While the armor is active, the Rifle is bonded to the armor's arm. While the armor is active, you cannot be forced to drop the Rifle, and the Rifle can be used to Block as a reaction. Blocking reduces incoming damage by 1d8 damage. At 15th level, the Visor gains a built-in targeting system. This provides a +3 to ranged attacks with the Rifle while the Visor is activated.

Black Powder Imbuement

Starting at 14th level, once per long rest you may activate Black Powder Imbuement for 5 Rounds. During this time, your gun retracts into your Suit and 6 Rifles sprout from your back. This grants you a flying speed equal to your walking speed, and you may make a Ranged Weapon Attack with one of your Rifles against any target of your choice that takes the Move action to move into or anywhere within a 60 foot radius of you.

One With The Gun

Starting at 18th level, you have become a single entity with your Gun, Visor and Armor. There is no longer a creature inside the Armor, you are the Armor. As such you are immune to Critical Hits, take no damage from falling, have Darkvision out to 120 feet, and have 360-degree vision. You are also immune to the Poisoned condition and have Resistance to Poison damage. The Armor and Visor may no longer be removed under any circumstances.


Prerequisites. To qualify for multiclassing into the Planar Sniper class, you must meet these prerequisites: Dexterity 15, have a Rifle of the Planes

Proficiencies. When you multiclass into the Planar Sniper class, you gain the following proficiencies: Stealth and Perception

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