A Shadow Sniper is a battlefield observer and assassin who eliminates targets from concealment. Through enchanted optics, trained stealth, and arcane flare devices, a Strix controls vision, positioning, and tempo before delivering lethal precision shots.
Class Features
Level 1 – Field Modifications
You may use your Tinkerer's tools modify a rifle you carry into a Long rifle(1-hour modification).
Additionally you may modify a light pistol you carry into a sidearm(30-minute modification).
Long Rifle:
- Properties: Two-handed, reload (1), Sniper
Sidearm:
- Properties: Reload (8), Quick draw
Quick draw:
- Weapon can be drawn and stowed with a bonus action.
- Can be used if wielding a Two-Handed weapon
Sniper:
- If you have not moved this turn, you gain +2 to attack rolls with this weapon.
- When attacking from Hidden, the damage increases by +1d6.
Level 1 – Tactical Cloak
- Bonus Action: You activate an arcane cloak for 1 minute.
While cloaked:
- You are Invisible until you attack or cast a damaging ability
- Movement speed increases by 10 ft
Advantage on Stealth checks
Uses: Proficiency bonus per long rest
Level 1 – Flare Shot
You carry a small dual barrel flare gun
- Action: Fire a flare round to a point within 120 ft.
Creatures in a 20-ft radius:
- Cannot benefit from invisibility. If a creature that is invisible enters or starts its turn in the radius of the flare it is visible until leaving the radius or the flare expires
- Have disadvantage on Stealth checks
Duration: 1 minute
Uses: 2 per long rest
Level 2 – Deadeye Aim
- Bonus Action: Focus on a creature you can see.
Until end of turn:
- Ignore half and three-quarters cover
Uses: Proficiency bonus per long rest
Level 3 – Sniper Path
Choose a specialization:
- Crackshot – precision damage
- Guerrilla Hunter – stealth assassin
- Flare Tactician – battlefield control
Level 5 – Quick Chamber
- Reloading your firearms is now a bonus action
- You may make an additional attack.
Level 6 – Ghost Positioning
After attacking from Hidden you may move half your speed without provoking opportunity attacks.
- Long Rifles deal +1d10 damage
- Sniper Rifles deal +1d12 damage
Level 9 – Flash Flare
Your flare can detonate in a blinding burst.
- Creatures in the flare radius must make a DC 14 Constitution save
- Failure: Blinded until end of next turn
Uses: Proficiency bonus per long rest
Level 10 – True Sight Scope
Benefits while aiming a firearm:
- Ignore disadvantage at long range
- Perception check to see invisible creatures within 120 ft from you
- Sidearms damage becomes 1d8
Level 11 – Silent Reposition
When you reduce a creature to 0 HP, you may immediately:
Level 13 – Improved Cloak
While cloaked:
- Your first attack does +2d6 damage
- Attacking no longer immediately ends invisibility (ends on successful hit)
Level 15 – Perfect Shot
Once per turn when you hit a creature that has not acted yet this round:
- Damage increases by +3d6.
Level 17 – Phantom Sniper
- You can remain cloaked even after landing a hit once per round.
Additionally:
- Gain resistance to all damage until start of next turn after attacking from stealth.
Level 18 – Shadow Hunter
- You automatically detect invisible creatures within 60 ft.
- You also gain advantage on attacks against creatures revealed by your flares.
Level 20 – Master of the Hunt
- Cloak can be activated at will
- Your rifle attacks score critical hits on 18–20
- Once per round when you hit with a Firearm you may deal +4d6 bonus damage
Subclasses
Crackshot
Level 3 – Unauthorized Use
- Your firearms deal an additional 1d6.
- If you attack a creature beyond 150 ft, add +1d8 damage.
Level 7 – Steady Aim
If you did not move this turn:
- Gain advantage on your first attack.
- Ignore Disadvantage on long range attacks.
Level 14 – Tactical Reload
When you score a critical hit:
- Immediately make another sniper attack as part of the same action.
Guerrilla Hunter
Level 3 – Guerrilla Warfare
- When cloaked your movement speed increases by 5 additional ft.
Leaving cloak grants:
- Advantage on the first attack.
Level 7 – Smoke Position
You can deploy a smoke field (20-ft radius) as a bonus action.
- Creatures inside are heavily obscured.
Uses: Proficiency Bonus per long rest.
Level 14 – Assassin’s Exit
After attacking while cloaked you may immediately:
- Cloak again without spending a use.
Flare Tactician
Level 3 – Tactical Flare
- Your flare radius increases to 30 ft.
- Enemies inside the flare have disadvantage on attack rolls against targets other than you.
Level 7 – Thermal Tracking
Enemies revealed by your flare take +1d6 damage from your attacks.
Level 14 – Orbital Flare
Once per long rest you launch a massive flare barrage.
Area: 40-ft radius within 300 ft
Effects:
- Creatures make Dexterity save
- Failure: 4d8 radiant damage + blinded for 1 round