Shard Sniper

## Description

Shard Sniper is a master of long-range combat, wielding a high-powered rifle imbued with elemental energy. They harness the forces of nature to strike with precision and devastating power.

## **Class Features**

##### Elements: Fire (Fire & Heat) , Earth (Nature) , Air (Force), Lightening, Sound( Psychic ), Decay/Rot (Necrotic) and Water (Tidal)

**Hit Points:**

Hit Dice: 1d10 per level

Hit Points At 1st Level**:** 10+ Con Mod

Hit Points at Higher Levels**:** 1d10 (or 6) + Constitution modifier per level after 1

**Proficiencies**

Armor: Light, Medium (NO SHIELD)

Weapons: Simple weapons, Martial weapons, Firearms

Tools: Tinkering Kits: Firearm & Traps

Saving Throws: Constitution, Dexterity

Skills**:** Choose four from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Arcana and Survival

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

* A Minor Elemental Rune Of Your Choosing ( Effect Based On Backstory)
* (a) scale mail or (b) leather armor
* (a) two shortswords or (b) two simple melee weapons
* (a) a dungeoneer's pack or (b) an explorer's pack
* A Simple Shard Rifle Piercing Range 200/1800 (1d12+dex) & 3 empty rune slots on it.
	+ Choose a permeant element for the rifle, on a Nat 20 , damage is not only doubled but you can roll a 1d12 of that elemental damage

### **Shard Sniper Table**

Level **Proficiency** Bonus Features

1 **+2** Favorite Element , Elemental Ward

2 **+2** Fighting Style, Spell Casting

3 **+2** Second Wind , Subclass

4 **+2** Ability Score Improvement , Martial Versatility

5 **+3** Extra Attack

6 **+3** Additional Favorite Element , Default Gun Upgrade

7 **+3** Subclass Feature

8 **+3** Ability Score Improvement

9 **+4** Gun Shield , Create Camouflage

10 **+4** Gains Other Spell Book, Extra Attack , Extra Second Wind

11 **+4** Subclass Feature

12 **+4** Ability Score Improvement

13 **+5** Additional Favorite Element, Default Gun Upgrade

14 **+5** Proficiency In Stealth (Expertise if already proficient) , +10 Movement

15 **+5** Elemental Ambush, Subclass Feature

16 **+5** Ability Score Improvement

17 **+6** ------

18 **+6** Stealth Pop

19 **+6** Ability Score Improvement

20 **+6** Default Gun Upgrade , Subclass Feature

### **Abilities**

#### Favorite Element

Choose an element, it is now your favorite and the following applies... (Gain an additional at level 6 & 13)

- You gain resistance to that element

- When standing in a harmless element, or next to the edge (1ft) of a harming element, you can convert your damage into that element type plus 1d6dmg

- Charisma Advantage on celestials or elementals of the favorite element

#### Elemental Ward

2/LR for 1 min summon a elemental ward around you that gives you immunity to an element of your choosing, You can move with the ward, and it radiates 1ft around your silhouette

#### Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level. Once you use this feature, you must finish a short or long rest before you can use it again. **At level 10** you can use this twice per long rest

#### Martial Versatility (Optional)

Moving forward whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

#### Gun Upgrades

Gun upgrades are automatically applied to whatever firearm you are using

Level 6 You gain a silencer that \*generally\* prevents your attacks over 100ft from being perceived, or drawing threat

Level 13 You gain a stabilizer that removes range disadvantage

Level 20 You gain the ability to convert your damage to any element of your choice on the fly

#### Gun Shield

At Level 9 your gun gains a module that creates a +2 AC Shield, It lasts until you disarm, costs a BA to arm, and you cannot move or attack with it activated.

#### Create Camouflage

You can spend 10 mins in your local environment while prone to gather your surrounding material , roll a stealth roll and double it. This is what the perception must be to see you. This is nullified if you move, or attack within 40ft of an enemy.

#### Elemental Ambush

When you are within 15 feet of one of your favorite element, rogue sneak attack rules apply

#### Stealth Pop

1/LR you can use a bonus action to pop all stealth targets within 100ft of you, additionally you gain the sense but not location if anyone is invisible around you

#### **Available Fighting Styles**

- Archery \*Applies to firearms

-Blind Fighting

- Thrown Weapon Fighting

- Dueling

- Drudic Warrior

#### Spell Casting

As as Spell Shard You Gain Either The Full Druidic OR Ranger Spell Book. (one or other until level 10), However you are limited to your Spells Known, you can only swap these out when you level up.

# **Subclasses**

### Elemental Marksman

At Level 3 - Roll an additional 1d6 damage for every 100ft away you are from a target

At Level 11 - When you have at least 20 feet of height advantage, you can count Nat 19 as a Critical Roll

At Level 15 - You can "Steady" and spend your entire turn (movement and all) to charge your weapon. When you finally attack you can add an additional damage dice AND a 1d6. However this only counts on your first attack and if you miss the stacked "Steady" is gone. Can Stack max 5, cannot use outside of combat.

Outside of combat you must be the initiator of combat (first), and you automatically quit on a non-boss.

At Level 20 - Any non-natural attack roll over 20 is a critical on a non-boss. Mini-bosses count

### Elemental Shaman

At Level 3- When you take elemental damage of your favorite element, the amount you are resistance to, up to your level you can redirect as healing for an ally (not yourself) Example if you are resistant to fire, take 10 fire dmg, resistant then to 5 , but you are level 3, equals 3 healing to an ally, range 300ft.

At Level 11 - Double your spells known you also gain 1 level 6 spell slot , this becomes 2 at level 15

At Level 15 - You can stabilize an ally as a BA within 10ft range, if the damage that knocked them down is your favorite element, they are up with 1hp

At Level 20 - Gain a elemental spell (any class) that you can cast 1/LR of your choice that meets the following criteria....

Level 8 or 9 Spell

Pertains to a favorite element

You cannot swap this at a later date