The competent warriors who call themselves Warp Snipers utilize the special ability to open up holes through the space called orbs for controlling the battlefield and strategy development. Corners, considered by some to be an archer's worst nightmare, are the Warp Sniper's greatest tool, as they can hit their enemies from seemingly impossible angles and keep an eye on them without the enemies knowing.

Starting at 3rd level when you choose this archetype, you learn two cantrips of your choosing from the wizard spell list that require ranged spell attack rolls. Intelligence is your spellcasting ability for them.

Spatial Orbs

At 3rd level, you learn how to make holes through the space itself, but only for the things that are not alive. One such hole, a miniature portal called the eye, orbits you at all times, and you can make it disappear or reappear on your turn (no action required).

You can use your bonus action to conjure a magical orb-shaped portal to an unoccupied space within 30 feet of you that you can see. An orb can be targeted by attacks. Its AC equals 10 + your Intelligence modifier, and it has 1 hit point. It can take up the same space as another creature or object. You can use your bonus action to move any number of orbs up to 30 feet in any direction of your choice. The orb disappears if it is more than 60 feet away from you. You can only have two of these orbs at any given time, and when you attempt to create third one, the oldest orb disappears. Maximum number of orbs you can have increases to 3 at 10th level.

When casting a cantrip or ranged weapon attack while the eye is visible, you can choose to make the attack as though you were located in the space of any orb as long as you have a clear path to the orb.