Sky Sniper (5e Class)

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Sky Sniper[edit]

Sky snipers are mechanically engineered humans forged with advanced expertise. Their main feature is a Thruster Pack built into their spine, its built with a fine steel. Sky Snipers were created for the purpose of war, along side them, many other bio-tech creatures were made. Roleplay wise, they have a built-in chip laying within their head, it blocks any thought of disobeying their creators.

Creating a Sky Sniper[edit]

How long had they had free will? Did they ever get free will? The age in which they were taken in for experimentation matters a lot y'know. The younger they were taken, the harder it is to break free. Were they released? Did they escape? What have they been doing since becoming self aware?

Quick Build

You can make a Sky Sniper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence Second, choose the Solider background. Third, choose musket or other rifle styled weapons. Light armor is recommended.

Class Features

As a sky sniper you gain the following class features.

Hit Points

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

Proficiencies

Armor: light
Weapons: martial weapons
Tools: tinker's tools
Saving Throws: Dexterity, Constitution
Skills: Choose three from Athletics, Acrobatics, Stealth, Insight, Survival, Intimidation, Perception.

Equipment

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

  • musket & 30 musket balls
  • leather armor
  • (a) explorer's pack or (b) thieves' tools
  • If you are using starting wealth, you have 1d4 * 10 in funds.

Table: The sky sniper

Level Proficiency
Bonus
Pack Points Features
1st +2 1 Thruster Pack, Energy Leap
2nd +2 2 Digistructed Weapon, Precise Shot
3rd +2 3 Ascendancy Path (x1)
4th +2 4 Ability Score Improvement
5th +3 5 Multiattack
6th +3 6 Empowered Transformations, Transformation Improvement
7th +3 7 Heritage Feature
8th +3 8 Ability Score Improvement
9th +4 9 Legendary Ascendant (x1)
10th +4 10 Ascendancy Path (x2)
11th +4 11 Transformations Improvement
12th +4 12 Ability Score Improvement
13th +5 13 Legendary Ascendant (x2)
14th +5 14 Heritage Feature
15th +5 15 Transformations Improvement
16th +5 16 Ability Score Improvement
17th +6 17 Legendary Ascendant (x3)
18th +6 18 Heritage Feature
19th +6 19 Ability Score Improvement
20th +6 20 Ascension

Thruster Pack[edit]

Starting at 1st level, you have a number of Pack Points equal to your Sky Sniper level. You regain all Pack Points on a long rest and half of your total Pack Points (round down) on a short rest, minimum of 1. Some features reference a Pack Save DC, which is equal to 8 + proficiency bonus + dexterity modifier. The thruster is metal object the looks vaguely like a gray backpack built directly into your spinal cord.

Energy Leap[edit]

Also starting at 1st level, you can use a bonus action to expend 1 Pact Point and jump up to 20ft in the air, the jump has to follow a predictable arc. You stay airborne until the end of your next turn. Every subsequent turn that Energy Leap is used, the Jump Height is reduced by 5ft. Any creature which passes a DC (10 + your Stealth Modifier) Perception check can hear this feature use from up to 60ft away with ease.

Digistructed Weapon[edit]

Starting at 2nd level, during a long rest, you can attune to any ranged martial weapon. This attunement lasts until death or you attune to another weapon. After a weapon is attuned to, it's deconstructed and stored in the inner chip of a Sky Sniper. You can use a bonus action to Digistruct a copy of the attuned weapon in your hands. If there is another Digistructed Weapon in use, it is deconstructed. Only one Digistructed Weapon can be in existence at a time.

Precise Shot[edit]

Starting at 2nd level, the range of your Digistructed Weapon is doubled. Also, anytime you miss an attack roll with your Digistructed Weapon, you can expend 1 pack points to succeed the attack. Attacks landed this way only deal half the total damage as normal.

Piercing Shot[edit]

Starting at 3rd level, as an action, you can expend 3 Pack Points to attack in a straight line extending 30ft. The shot goes through any object less than 10ft in length. Every creature caught in that line must make a Dexterity Saving Throw. A success is full damage, while a fail is half damage. The damage is equal to your Digistructed Weapon’s.

Explosive Shot[edit]

Also starting at 3rd level, whenever you make an attack roll, you can use a bonus action to expend 3 Pack Points to force every creature in a 5ft radius of the target to make a Dexterity Saving Throw. A failed save deals full damage. While a successful save deals half damage. The damage is equal to your Digistructed Weapon’s.

Ability Score Improvement[edit]

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. Or you can take a feat.

Ruthless Shot[edit]

Starting at 5th level, whenever you land a hit with your Digistructed Weapon, you can expend 1 Pack Point to roll the damage dice twice and add 1d8 to the total.

Feline Reflex[edit]

Also starting at 5th level, if you do not have proficiency with Acrobatics, you gain proficiency with Acrobatics. If you do have proficiency with Acrobatics, gain Expertise in Acrobatics. You can also use the Dash, Dodge, or Jump action as a bonus action.

Kinetic Jaunt[edit]

Starting at 6th level, your movement speed is increased by 10ft.

Shadow Transplant[edit]

Also starting at 6th level, as an action, you can spend 1 Pack Point to heal a creature up to your "Sky Sniper" level. You then take the same amount of damage as the creature healed. This damage can not be reduced in any way.

Aerial Dodge[edit]

Starting at 7th level, if you are hit with a ranged attack while Airborne, you can expend 1 Pack Point to use a Reaction and impose disadvantage on the attack.

Ability Score Improvement[edit]

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. Or you can take a feat.

Greater Feline Reflex[edit]

Starting at 9th level, anytime you are forced to make a Dexterity saving throw or an athletics check, you can replace it with an acrobatics check.

Greater Energy Leap[edit]

Starting at 9th level, the range of energy leap is increased to 60ft. You can also use this feature as a free action once per long rest.

Symbiotic Brothers[edit]

Starting at 10th level, if a creature within sight of you drops to zero hit points, you can spend all your remaining Pack Points to heal them a number of hit points equal to your Max Health. Doing this permanently reduces your hit points by 1d6.

Carnage Shot[edit]

Starting at 11 level, ruthless Shot is replaced by Carnage Shot. whenever you land a hit with your Digistructed Weapon, you can expend 1 Pack Point to roll the damage dice thrice and add 2d8 to the total.

Ability Score Improvement[edit]

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. Or you can take a feat.

Silent Shot[edit]

Starting at 13th level, you can expend 3 Pack Points to make your next shot completely silent and invisible. Leaving no trace of where the target was shot from.

Softish Landing[edit]

Starting at 14th level, whenever you take fall damage, you can use a reaction to roll an acrobatics check. If the roll is higher than half the total fall damage, you take no damage. If it's lower than half the total fall damage, you take half damage. If it’s a natural 1, you take full damage.

Superior Feline Reflex[edit]

Starting at 15th level, you can now add your Dexterity modifier to your acrobatics for a second time.

Ability Score Improvement[edit]

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. Or you can take a feat.

Not Till It's Over[edit]

Starting at 17th level, if a creature has died within the last hour, you can revive them using an action. Doing this reduces the creature's and your own hit points to half your maximum hit points. Effectively splitting your health between you. Every Pack Point spent increases during this action increases both of your total health by the number of Pack Points spent.

Superior Piercing Shot[edit]

Starting at 18th level, as an action, you can expend 6 Pack Points to attack in a straight line extending 90ft. The shot goes through any object less than 15ft in length. Every creature caught in that line must make a Dexterity Saving Throw. On a successful save, the creature takes half damage. On a failed save, the creature takes full damage. The damage is equal to two rolls of Digistructed Weapon’s damage.

Superior Explosive Shot[edit]

Also starting at 18th level, whenever you make an attack roll, you can use a bonus action to expend 6 Pack Points to force every creature in a 15ft radius of the target to make a Dexterity Saving Throw. A failed save deals full damage. While a successful save deals half damage. The damage is equal to two rolls of Digistructed Weapon’s damage.

Cripple Shot[edit]

Starting at 19th level, whenever you land an attack roll, you can expend 8 Pack Points to force a creature to make a Constitution Saving Throw. On a failed save, the creature is Paralyzed for 1 minute. On a successful save, the creature is Stunned for 1 minute. Regardless of success or failure, the creature can repeat the save at the end of each of its turns. A success removes either given condition, while a failure does nothing.

Light As A Feather[edit]

Starting at 20th level, you gain a flying speed equal to 3 times your movement speed. While airborne, all attacks against you have a 1d8 penalty to attack rolls.

Multiclassing[edit]

Lore wise it's impossible to multiclass into this class, but gameplay wise:

Prerequisites. To qualify for multiclassing into the ascendant class, you must meet these prerequisites: 13 or more Dexterity & Intelligence

Proficiencies. When you multiclass into the ascendant class, you gain the following proficiencies: Martial Weapons

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