Sniper

The archetypal Sniper uses distance to gain the upper hand in battle. Firing arrows or bolts from afar, each of the sniper's shots is precise, calculated, and deadly. With a bow or crossbow in hand, nothing can hope to hide from them.

Peerless Shooter

At 3rd level, you know your choice of the Marking Shot or Noxious Shot maneuver. The maneuver you choose gains an additional benefit, as listed below.

Marking Shot. When you trigger this maneuver's superiority option, your next attack roll made against a marked creature scores a critical hit on a roll of 19 or 20.

Noxious Shot. When you trigger this maneuver's superiority option, the creature takes an additional 1d4 poison damage at the start of its next turn.

Quickshot

Also at 3rd level, you can add your proficiency bonus to your initiative checks.

Lying in Wait

At 7th level, you gain proficiency in the Stealth skill. Additionally, being prone doesn't cause disadvantage on your ranged attack rolls.

Trap Master

At 10th level, you know your choice of one of your trap maneuvers. In addition, you can enhance one of the traps you know. When you trigger your chosen enhanced trap maneuver's superiority option, you can place the trap as an action, rather than taking a minute to place it.

Patient Shot

At 15th level, you can choose to calculate a deadly shot. As an action on your turn, you can make an attack against a creature within the maximum range of your weapon. This attack has advantage, and scores a critical hit on a roll of 18-20.

Shoot to Kill

At 18th level, the maximum range of your Patient Shot attack is doubled. In addition, when you score a critical hit with a ranged weapon attack, you can roll one of the weapon's damage dice two additional times and add it to the extra damage of the critical hit.

Maneuvers

The Sniper has unique maneuvers available to it. As a Sniper, you may choose from the maneuvers below whenever you gain a maneuver.

Acrobat

Prerequisite: Sniper archetype

When you would make an Athletics check to jump or climb, you can make an Acrobatics check instead.

Superiority. You can also gain advantage on the next acrobatics check you make.

Grappling Hook

Prerequisite: Sniper archetype

As an action, you can throw a grappling hook at a point within 30 feet of you. You can then use your full movement to move to an empty space within 5 feet of the point.

Superiority. You don't need to use your movement to move to an empty space within 5 feet of the point.

Marking Shot

Prerequisite: Sniper archetype

When you hit a creature with a ranged attack, you can mark it. Until the end of your next turn, disadvantage can't be imposed on the next attack roll you make against a marked creature.

Superiority. The next attack roll you make against a marked creature also has advantage.

Noxious Shot

Prerequisite: Sniper archetype

When you hit a creature with a ranged attack, you can add 1d4 poison damage to the damage of that attack.

Superiority. The creature takes an additional 2d4 damage at the start of its next turn.