Talk:Planar Sniper (5e Class)

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In my opinion, the Rifle damage is too low considering this is essentially a martial class with one attack per round. None of the class features make up for this to a sufficient degree. I would say just start at 1d10 and add one for each of the levels you have listed. Also, since its a planar rifle and presumably firing bolts/bullets of magic, perhaps changing the damage type to force would be a good idea. It would mean you don't have to specify that it bypasses nonmagic resistance at a certain level, which makes sense thematically given it's a Planar sniper and thus presumably good at killing supernatural things. Also, the trick shots that require a dex check are too weak for the max 3 times you can do them at high levels. In particular, the extra 1d10 for a headshot of all things is rather weak at later levels. If anything, for a DC 18 skill check, I would say it should be an autocrit. This way, it scales with the level of the rifle. I would suggest making the number of skill shots per long rest equal to either your proficiency or dexterity modifier.

If you are going to perform an edit on the page that is intended as a change to the base class itself that is a radical change, and not simply grammar fixes or some such, I would ask you to please leave some form of a note in the discussion page so I may know your intention or thought process behind it. Itenen (talk) 08:30, 5 October 2018 (MDT)

The Planar Sniper is not intended to have multiple shots, nor is it intended to have that singular shot be absurdly high damage, no more than a high damage WoTC cantrip (Firebolt). This is offset by the numerous features the Sniper gains to augment their shots and other abilities. Itenen (talk) 06:14, 2 December 2018 (MST)

I feel like this class will be weak in many areas where a magic weapon needed without the ability to ignore resistance and turn immunity to resistance since most game I'm in that's a very common thing to find I would be useless in most case for this since they only one that gets that ability the assassin at level 14 to bypass resistance and at level 20 to cut immunity to resistance. and I feel like nearly everyone could run into the same problem as me in that regard in many vanilla books campaign and definitely in any homebrew games. --Kasai

Thank you for posting this. The Rifle's previous inability to overcome resistance to non-magical weapons was a serious issue, and has now been addressed. Itenen (talk) 06:14, 14 January 2019 (MST)

I have switched the 18th level abilities of the marksman and aim of the assassin subclass with one another as flavor wise it made more sense for the assassin to have the 'king killer' shot rather than the marksman and vice-versa as marksman still need to constantly change their positions for better shots, an assassin going 500 feet for only 6 seconds would be of no real benefit to them as guards or creatures are more likely to hang around for longer than 6 seconds investigating the assassins original position as such there are plenty of other abilities the class has at this level that would allow an assassin to quickly escape from sight anyway. Other than that, I gotta say I really like this class. That one weird guy (talk) 12:57, 27 March 2019 (GMT)

Those abilities were placed where they were intended to, as the Marksman subclass was based around increasing the power of the bullets themselves whereas the Assassin subclass was based around stealth, manipulation, and escape. Itenen (talk) 08:59, 27 March 2019 (MDT)

Under the 18th level feature in Aim of the One, part of it grants darkvision out to 120 ft. The visor already granted darkvision out to 120 ft since 5th level, regardless of the choice you make at 5th level. --TheMinez (talk) 17:31, 27 October 2020 (MDT)

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