Elite Sniper (FMA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the 5e SRD:Fighter class and Soldier (5e Background) background, and as such does not follow traditional CR.

Medium humanoid, lawful neutral


Armor Class 20
Hit Points 65 (15d10 + 15)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 12 (+1) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Str +7, Dex +10
Skills Athletics +7, History +7, Insight +7, Investigation +7, Perception +7, Survival +7
Senses passive Perception 17
Languages Common
Challenge 15 (13,000 XP)


Calm Precision. The sniper gains a +1 bonus to damage rolls when making ranged or thrown attacks with weapons (included in attack). At the beginning of each of their turns, they may take aim. Until the beginning of their next turn, their movement speed drops to 0, they ignore the loading quality of weapons they are proficient with, and they gain a +1 bonus to ranged attack rolls.

Tactical Stance. While wielding a firearm and no melee weapon, the sniper gains a +1 bonus to their AC and damage rolls (included in AC and attack).

Action Surge (1/Short or Long Rest). On their turn, the sniper takes an additional action and bonus action.

Steady Aim (3/Short or Long Rest). As a bonus action, the sniper gains the following on all attacks against a creature they can see that is within range of a ranged weapon they are wielding until the end of their turn:

  • The attacks ignore half and three-quarters cover.
  • On each hit, the weapon deals 9 additional damage.

Indomitable (2/Long Rest). The sniper may retry one saving throw they fail.

Close-Quarters Shooting. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on the sniper's roll. In addition, if the sniper hits a creature within 5 feet of their with a ranged attack on their turn, that creature can’t take reactions until the end of this turn.

Rapid Strike. If the sniper has advantage on a weapon attack against a target on their turn, they can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

ACTIONS

Multiattack. The sniper three shortsword, handgun, or battle rifle attacks.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Handgun. Ranged Weapon Attack: +10 to hit, range 30/300 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Must be reloaded after 15 shots.

Battle Rifle. Ranged Weapon Attack: +10 to hit, range 120/1200 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Must be reloaded after 20 shots.

Second Wind (1/Short or Long Rest). As a bonus action, the sniper regains 20 (1d10 + 15) hit points.

Careful Eyes. The sniper takes the search action as a bonus action.


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[Source]

During the Ishvalan Civil War, only Amestris' top soldiers became accomplished snipers. Afterward, while many soldiers are trained in sniping tactics, very few reach the skill and tragedy of these war heroes.



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