Witch Sniper (5e Class)
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Witch Sniper[edit]
One shot. one skill. A shimmer bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustom to the martial art of gunfighting. Moving across the battlefield like a spectre or some supernatural beast as ring of gunfire disorients the sense with the smell of black powder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons. these fearsome opponents aim to perfect both magic and weaponry and form a quite so deadly damage output.
Live for the Wild Hunt[edit]
These masters of the hunt specialises hunting fast evasive prey using both their regular bullets and their magic infused bullets, only finding entertainment if hunting animals or fiends. Due to this urge to hunt, these witches devoted themselves to learn almost all effective ways of hunting or tricking opponents into traps.
Creating a Witch Sniper[edit]
why do you want to become a Witch Sniper?
What is it that you'd like to hunt?
what type of weapons would you like?
- Quick Build
You can make a Witch Sniper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Clan Crafter background. Third, choose 1 Musket and 1 Rune (Simple property).
Class Features
As a Witch Sniper you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Witch Sniper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Witch Sniper level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple Ranged Weapons, Martial Ranged Weapons, Firearms
Tools: Alchemist’s supplies, Smith's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose any two and Arcana
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Long Bow or Musket or pistol. the weapon you pick here will be infused with a rune and be treated as a 10th generation ancestral weapon and will gain a feat at level 3. or (b) Ild Rune (simple property) or Stein Rune (Simple Property) or Vind Rune (Simple Property) or Kalt Rune (Simple Property) you are able to shoot out the chosen power you have gained from the chosen rune infused inside the bullet itself instead of a regular bullet. or (c) a Component Pouch with 20 Bullets or a Quiver of 20 Bolts or (d) a scholar's pack or an explorer's pack
- a Gunpowder Horn with 10 bullets
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Weaponry Enfusement, Bullet Hex |
2nd | +2 | Fighting Style |
3rd | +2 | Witch Talents, Reloader |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Bullet Hex Improvement, Magic Bullets |
7th | +3 | Witch Talents Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | Bullet Hex Improvement, Greater Magic Bullets |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | Witch Calling Cards, Without a Trace |
14th | +5 | — |
15th | +5 | Witch Talents Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Elemental Craft |
19th | +6 | Ability Score Improvement |
20th | +6 | Ultimate Marksman |
Weaponry Enfusement[edit]
At level 1 you gain the knowledge of runes and firearms, you can equip a rune on a weapon you have equipped then apply an addition 1d4 elemental damage (fire, cold, earth, lighting etc. whichever is found in your rune) to any damage rolls you make using this weapon. You do not require a free hand to load or reload a Enfused weapon for the purpose of two-handed fighting.
Bullet Hex[edit]
As a bonus action, you can choose to shoot 1 of these spells: acid splash, fire bolt, lightning lure, or ray of frost. and use one of them to attack an target in range. You must be wielding a Enfused weapon to do so. At 6th and 10th level, you can choose a second and third cantrip from the prior list, respectively.
Fighting Style[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Ranged Dueling
As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage.
- Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier. You gain three superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Critical Thinker
You learn the ways of the bullseye, using a firearm your crit rate increases from 20,to 18, and you do not gain disadvantage in close quarters fighting with a firearm.
Witch Talents[edit]
At 3rd level, you chose a Witch Coven. Choose between the Witches of the Hexes and the Witches of the Runes, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, and 15th level.
Reloader[edit]
At 3rd level, you can now reload up to two weapons as a bonus action; or one weapon as a free action. You can also reload one weapon after using a reaction that caused you to fire ammunition.
Ability Score Increase[edit]
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.
Extra Attack[edit]
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the attack action on your turn.
Magic Bullets[edit]
At 6th level, you can now fire magic bolts at your enemies for devastating damage. Instead of normal or hex bullets you can now choose to use Eldritch blast (you can treat your level as a warlocks level if you use this) from your firearm (you still add the +1d4 elemental damage bonus you get from your infused weapon).
Greater Magic Bullets[edit]
At 10th level, your Hex Bullets, Regular Bullets can now deal 1d10 force damage in addition to their regular damage.
Witch Calling Cards[edit]
At 13th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (or roll your die eight times), you need to finish a short or long rest to reshuffle your deck.
Clubs (1-2): Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards.
Diamonds (3-4): Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum.
Hearts (5-6): State a small object, with no limit on the GP value and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest.
Spades (7-8): Mark an enemy for death. If you hit them with a critical hit or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held.
Without a Trace[edit]
At 13th Level, if you used your attack action, as a bonus action you can use the invisibility spell.
Elemental Craft[edit]
At 18th Level, you can now infuse your infused weapon (or infuse another weapon) with another rune (if you already have a rune, then you must pick a rune that does not have the same element as the first, and you can switch between damage types between the two).
Ultimate Marksman[edit]
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. You have 10 d6s, used for quick draws. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You regain all of these dice after a long rest.
Witches of the hexes[edit]
Masters of using runic figures and magics to empower items. Improving upon their infused weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.
- Customized Weapons
At 3rd Level, you can select 1 of the following equipment you can place on your infused weapon. At level 10 and 15, you can pick another:
Scope Your infused weapons range increases to 600 feet.
Magic suppressor When you fire your weapon, and are at least 30 feet away from an enemy, you remain undetected.
Extra Barrel You attach 1 extra barrel to your weapon making you attack two times in one shot. (you can only get this attachment once)
Magic Enhancer Your elemental damage from your runes increases by 1d4.
- Banshee Hex Ammunition
At 7th level. On a successful hit, the enemy must succeed a Wisdom saving throw or take 2d8 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.
- HexMaster
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.
Witches of the Runes[edit]
It's all about the runes and its secrets. Runes are the window to the souls of others, as well the road for a bullet to someone's heart. Manipulating their natural bodies to improve their prowess with their shooting iron. Gun Witches who practice the traditions of the Runes often live in the wilds mimicking beasts and nature to replicate them in their reflexes, as well as gathering reagents and using magics to augment themselves further. These Witches often have strange eyes as indicators of their association with the talent.
- Witch Eyes
At 3rd level, your eyes change to your weird, animalistic nature. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. It's forms are limited by which feature you choose. Gain one of the following features of your choice.
Avian Eyes Your familiar is limited to: hawk, owl, and raven. You have advantage on Wisdom (Perception) checks while your familiar is present. You can perfectly impersonate any voice or sound that you have heard as long your familiar is present. You can remember three voices and any number of sounds.
Feline Gaze Your familiar is limited to: cat. You have advantage on Dexterity (Acrobatics) checks while your familiar is present. Additionally, you don’t make noise unless you choose to, no matter what you’re doing as long as your familiar is present.
Serpentine View Your familiar is limited to: lizard or poisonous snake. You have advantage on Dexterity (Stealth) checks while your familiar is present. As long as you remain still, you are impossible to distinguish from any background. This effect will not work if your familiar is not present; or if someone was already aware of or looking at you.
- Runic Secrets
At 7th level, you are able to discover your runes' secrets. Once every long rest you are able to change the element your rune is and changing its elemental damage to the chosen type. In addition, your infused weapon does not need to be repaired as your rune now can repair the weapon itself.
- Runic Masters
at 15th level your knowledge of runes increases more, making your elemental damage with a runic weapon increases from 1d4 to 4d8.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Witch Sniper class, you must meet these prerequisites: 13 or more Wisdom score.
Proficiencies. When you multiclass into the Witch Sniper class, you gain the following proficiencies: Tools: Alchemist’s supplies, Smith's Tools
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