Sniper

*A **Sniper's** job is to find a vantage point with a good field of fire and then sit there as motionless and as invisibly as possible until the intended target comes into their sights, and then remove that target from the battlefield. It is not an exciting job. It calls for more patience than most saints can manage, not to mention a head for complex mathematics and meteorology. Snipers must be able to compensate for wind, light levels, the curvature of the Earth, gravity, angle to the target, their own breathing, and even minute variability in their equipment, and do all of this in a split second, as the target doesn’t usually sit still and wait to be shot.*

## Class Features

As a sniper, you gain the following class features.

### Hit Points

**Hit Dice:** 1d8 per sniper level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per sniper level after 1st

### Proficiencies

**Armor**: Light and medium armor
**Weapons**: Simple weapons, Heavy Pistols, and SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Dexterity or Wisdom
**Skills**: Stealth, plus two skills from Acrobatics, Athletics, History, Insight, Perception, and Sleight of Hand.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) M3 Heavy Pistol or (b) M4 SMG
* Two grenades
* (a) Stock Light Armor or (b) Stock Medium Armor
* 5,000 credits worth of additional gear

### Marksman's Talent

Starting at 1st level, you can spend marksman points to employ one or more marksman talents as part of an attack action employing a sniper weapon. Each effect can only be implemented once per attack.

At 1st level, you start with marksman points equal to 2 + your Wisdom modifier, gaining an additional point at 2 level and every two levels after. When you take a short or long rest, you recover any spent marksman points. Additionally, if you kill a target with a sniper weapon, you gain 2 marksman points.

The number of points you can spend per attack depends on your level, and each talent can only be used once per attack.

* **1st Level.** You can spend 1 point per attack.
* **3rd level.** You can spend up to 2 points per attack.
* **6th Level.** You can spend up to 3 points per attack.
* **9th Level.** You can spend up to 4 points per attack.

### Battle Condition

There are many disciplines when pursuing the path of a sniper. Starting at 1st level, you gain two of the following special traits. You may select another condition at 3rd, 6th, and 9th level.

* **Army Crawl.** While prone, you don’t have disadvantage on ranged attacks made with sniper weapons.
* **Ballistics Expertise.** Spend 10 feet of movement—you either switch to a one-handed small arm from a sniper weapon OR switch to a sniper weapon from a one-handed small arm.
* **Covert Operation.** Spend 20 feet of movement—you have advantage on Dexterity (Stealth) checks until the end of your turn.
* **Dead Eye.** If a creature 25 feet or closer scores a critical hit on you, you can automatically switch to your pistol and make a ranged attack against the target as a reaction.
* **Low Profile.** While prone, you gain the benefit of half cover. If already behind half-cover while prone, it counts as three-quarters cover. If behind three-quarters cover while prone, it counts as full cover.
* **Failure Is Not An Option.** If you roll a natural 1 on an attack roll with a sniper weapon, you can re-roll. You cannot use this feature if you have disadvantage.
* **Snap Shot.** You can now use Marksman Talent against targets 10 feet away or further with a sniper weapon.
* **Lead The Target.** You slow your breathing and hold the weapon steady. You have all the time in the world to make the perfect shot. Target a creature in line of sight to become your focus as a bonus action. You gain a +1 bonus to attack rolls with sniper weapons against your focus. After you select a focus, you cannot select another until you finish a short or long rest.
* **Penetration Shot.** When making a ranged attack roll with a sniper weapon against a target with cover, you treat total cover as three-quarters, three-quarters cover as half cover, and you ignore half-cover.
* **Perfect Tracker.** You are quick to aim under any circumstances. You can move up to half your speed and maintain your sniper bonus.
* **Sharpshooter.** As an action, you have advantage on your next attack roll with a sniper weapon. This benefit remains until you make an attack roll or move.
* **Shock & Awe.** If you miss an attack roll with a sniper weapon, the creature you attacked has disadvantage on its next attack roll against you until the beginning of your next turn.
* **Smooth As Glass.** You add 2 additional marksman points to your total. You can select this battle condition three times.
* **Zero Your Weapon.** Spend a bonus action to double both the normal and long ranges of any sniper weapon you wield until the beginning of your next turn.

### Mad Minute

Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you hit with your first attack, you can sacrifice your second attack, gain 1 marksman point, and can apply it immediately to your hit.