The Spellsniper

The morning mist clung to the marsh as Kree'tok perched motionlessly on a cypress branch. Through their bonded crossbow—enhanced with crystalline magical energy—they observed the owlbear prowling below. With practiced patience, they channeled a trace of arcane power through their toxic secretions, transforming a simple bolt into a shimmering projectile. The shot flew silent and true. Not the most powerful strike, but precise. Deliberate. Enough.

Spellsnipers are grung who have discovered how to use their natural toxins as a thaumic conductor for magical energy. Through careful study and experimentation, they've learned to bond with weapons and enhance them with arcane power—though their magical abilities remain more limited than true spellcasters. They are patient hunters, methodical researchers, and precise strikers who value a single well-placed shot over overwhelming force.

Unlike wizards who command vast magical arsenals, or rangers who blend martial prowess with nature magic, spellsnipers occupy a narrower niche. They sacrifice versatility for specialization, accepting limitations in exchange for unparalleled precision with their bonded weapons. A spellsniper rarely dominates a battlefield—but they ensure that when it matters most, their shot lands exactly where it needs to.

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Class Features

As a spellsniper, you gain the following class features.

Hit Points

Hit Dice: 1d6 per spellsniper level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per spellsniper level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, light crossbows, heavy crossbows, blowguns

Tools: Alchemist's supplies

Saving Throws: Intelligence, Dexterity

Skills: Choose two from Arcana, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

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

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The Spellsniper

Level Prof. Features Charges Formulas Cantrips 1st 2nd 3rd 4th 5th
1st+2Arcane BondINT2
2nd+2Spellcasting, Shot FormulasINT222
3rd+2Arcane Tradition, Toxic CatalystINT+1223
4th+2Ability Score ImprovementINT+1323
5th+3Extra AttackINT+23242
6th+3Arcane Tradition FeatureINT+24242
7th+3Steady AimINT+34243
8th+3Ability Score ImprovementINT+34243
9th+4Improved Arcane BondINT+453432
10th+4Arcane Tradition FeatureINT+453432
11th+4Amphibian AdaptationINT+563433
12th+4Ability Score ImprovementINT+563433
13th+5Expert FormulasINT+6734331
14th+5Arcane Tradition FeatureINT+6734331
15th+5Thaumic OverflowINT+7834332
16th+5Ability Score ImprovementINT+7834332
17th+6Reliable ShotINT+89343331
18th+6Adaptive ArsenalINT+89343331
19th+6Ability Score ImprovementINT+910343332
20th+6Perfect ShotINT+1010343332

Arcane Charges minimum of 1. Half-caster spell progression (as ranger).

Quick Build

You can make a spellsniper quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, then Constitution. Second, choose the Sage or Hermit background. Third, select mage hand and minor illusion as your cantrips.

Core Class Features

Arcane Bond

At 1st level, you learn to bond with a ranged weapon, infusing it with a trace of magical energy conducted through your natural toxins. You perform a 1-hour ritual to bond with a ranged weapon. You can only have one bonded weapon at a time, and can change your bond during a long rest.

Bonded Weapon Properties

Spellcasting

By 2nd level, your research has unlocked how to channel limited magic through your natural toxins.

Cantrips

You know two cantrips of your choice from the spellsniper spell list. You learn an additional cantrip at 9th level.

Spellbook

At 2nd level, you have a spellbook containing three 1st-level spellsniper spells of your choice. Your spellbook is the repository of the spells you know.

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Preparing and Casting Spells

The Spellsniper table shows how many spell slots you have. To cast one of your spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spellsniper spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + half your spellsniper level, rounded down (minimum of one spell).

Spellcasting Ability

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a spellsniper spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

Shot Formulas

Starting at 2nd level, you learn to infuse your shots with alchemical formulas conducted through your toxic secretions.

Learning Formulas: You know 2 formulas at 2nd level, learning more as shown in the Formulas Known column of the class table.

Using Formulas: When you hit a creature with your bonded weapon, you can spend 1 Arcane Charge to apply a formula you know. The effect occurs in addition to the attack's normal damage. You can only apply one formula per attack.

Formula Save DC: When a formula requires a saving throw, use your spell save DC.

Arcane Charges

Arcane Charges represent the magical energy you can channel through your toxins. You have a number of charges equal to your Intelligence modifier (minimum of 1), plus additional charges as you gain levels (see the class table).

You regain all expended Arcane Charges when you finish a long rest.

Arcane Charges fuel your formulas and certain class features. Unlike spell slots, they cannot be used to cast spells directly.

Toxic Catalyst

At 3rd level, your grung physiology fully integrates with your magical training:

Innate Formula: Your grung coloration grants you an innate formula that doesn't count against your formulas known. You can apply this formula without spending an Arcane Charge, but only once per short or long rest.

Innate Formula by Coloration

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can only apply a formula to one of these attacks.

Steady Aim

Starting at 7th level, if you haven't moved during your turn and you don't move after taking this action, you can use a bonus action to steady your aim. The next attack roll you make this turn with your bonded weapon ignores half cover and three-quarters cover.

Improved Arcane Bond

At 9th level, your connection to your bonded weapon deepens:

Amphibian Adaptation

At 11th level, your connection to your grung heritage deepens:

Expert Formulas

At 13th level, you gain access to the Expert tier of formulas. Additionally, when you apply a formula to an attack, you can spend 1 additional Arcane Charge to impose disadvantage on the target's saving throw against that formula.

Thaumic Overflow

At 15th level, you can push your biology to its limits. As a bonus action, you can enter a state of thaumic overflow for 1 minute. While in this state:

Once you use this feature, you can't use it again until you finish a long rest. When the effect ends, you gain one level of exhaustion.

Reliable Shot

At 17th level, your precision becomes legendary. When you make an attack roll with your bonded weapon and roll lower than 10 on the d20, you can treat the roll as a 10. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Adaptive Arsenal

At 18th level, when you finish a short rest, you can swap one formula you know for a different formula of the same tier or lower.

Perfect Shot

At 20th level, you can make one perfect shot. As an action, make a single attack with your bonded weapon. This attack automatically hits (no attack roll required) and deals maximum damage. If you apply a formula to this attack, the target has disadvantage on the saving throw.

Once you use this feature, you can't use it again until you finish a long rest.

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Shot Formulas

Formulas are divided into three tiers. You can learn formulas from any tier you have access to when you gain new formulas known.

Basic Formulas 2nd Level

  • Marking Shot: The target sheds dim light in a 5-foot radius and can't benefit from being invisible for 1 minute.
  • Sluggish: The target's speed is reduced by 10 feet until the end of your next turn.
  • Sticky: The target's movement costs double until the end of your next turn.
  • Echoing: You learn the location of any invisible creatures within 10 feet of the target until the end of your next turn.
  • Sapping: The target can't regain hit points until the end of your next turn.
  • Distracting: The target has disadvantage on concentration saving throws until the end of your next turn.
  • Numbing: The target has disadvantage on Dexterity saving throws until the end of your next turn.

Advanced Formulas 5th Level

  • Smoke Bloom: A 10-foot radius sphere of fog appears centered on the point of impact, lasting until the end of your next turn. The area is heavily obscured.
  • Tracer: You know the target's exact location for the next 10 minutes, even if it is invisible or behind cover.
  • Corroding: The target's AC is reduced by 1 until the end of your next turn. This doesn't stack.
  • Muffling: The target can't speak or make vocal sounds until the end of your next turn.
  • Weakening: The target has disadvantage on Strength-based attack rolls until the end of your next turn.
  • Blinding: The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Expert Formulas 13th Level

  • Explosive: Each creature within 5 feet of the target (not including the target) must make a Dexterity saving throw or take damage equal to your Intelligence modifier.
  • Vampiric: You gain temporary hit points equal to half the damage dealt by the attack.
  • Binding: The target must succeed on a Constitution saving throw or be restrained until the end of your next turn.
  • Disruptive: The target must succeed on a Constitution saving throw or be unable to cast spells until the end of your next turn.
  • Gravity: Each creature within 5 feet of the target must succeed on a Strength saving throw or be pulled 5 feet toward the point of impact.

Design Note: Formula Balance

Formulas are intentionally modest in power. They provide tactical options rather than overwhelming advantages. Most effects last only until the end of your next turn, requiring you to coordinate with allies or set up your own follow-up attacks. The Expert tier formulas offer stronger effects but remain single-target and require saving throws.

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Arcane Traditions

At 3rd level, you choose an arcane tradition that shapes how you blend magic with your natural abilities. Your choice grants you features at 3rd, 6th, 10th, and 14th level.

Battle Chemist

Masters of alchemical warfare, Battle Chemists view combat as a grand experiment. Every shot is a data point, every formula a hypothesis to be tested.

Experimental Toxicology (3rd Level)

You gain proficiency with the poisoner's kit. If you already have this proficiency, you gain expertise with it instead. Additionally, you learn one additional formula at 3rd, 6th, 10th, and 14th level. These bonus formulas don't count against your formulas known.

Compound Mixture (6th Level)

When you apply a formula to an attack, roll a d6. On a 6, you can apply a second formula you know to the same attack without spending an additional Arcane Charge. You can only benefit from this feature once per turn.

Toxic Adaptation (10th Level)

When you finish a long rest, choose acid, necrotic, or poison. Your bonded weapon deals that damage type instead of its normal type until you finish another long rest.

Alchemical Hazard (14th Level)

As an action, you can spend 3 Arcane Charges to create a 15-foot radius alchemical hazard centered on a point you can see within 60 feet. The hazard lasts for 1 minute. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your spell save DC or take 2d6 poison damage and have its speed halved until the start of its next turn. On a successful save, the creature takes half damage and its speed isn't reduced.

Once you use this feature, you can't use it again until you finish a long rest.

Phase Hunter

Phase Hunters understand that distance is merely perception. Through careful study of planar boundaries, they've learned to bend space around their shots.

Dimensional Awareness (3rd Level)

You can see 10 feet into the Ethereal Plane when you are on the Material Plane, and vice versa. Additionally, you learn the misty step spell, which counts as a spellsniper spell for you and doesn't count against your spells known.

Slip Shot (6th Level)

When you hit a creature with your bonded weapon, you can spend 1 Arcane Charge to teleport to an unoccupied space you can see within 15 feet of the target. This movement doesn't provoke opportunity attacks.

Ethereal Anchor (10th Level)

As a bonus action, you can spend 2 Arcane Charges to place an invisible anchor at your current location. The anchor lasts for 1 hour. While the anchor exists, you can use a bonus action to teleport to it from up to 60 feet away. The anchor disappears after you teleport to it.

Phasing Ammunition (14th Level)

Your attacks with your bonded weapon ignore half cover and three-quarters cover. Additionally, when you miss with an attack using your bonded weapon, you can spend 1 Arcane Charge to reroll the attack. You must use the new roll.

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Spell Weaver

Spell Weavers see their weapon as an extension of their spellbook. Where others see a crossbow, they see a delivery system for arcane precision.

Spell Cartridges (3rd Level)

During a short or long rest, you can store a spell in a special cartridge. You can have a number of spell cartridges equal to your proficiency bonus. To create a cartridge:

When you hit a creature with your bonded weapon, you can use a bonus action to trigger a cartridge. The spell takes effect centered on the target (for area spells) or targeting the creature you hit (for targeted spells). The creature doesn't get a saving throw against the attack, but still gets any saving throw the spell allows.

Expanded Cartridges (6th Level)

You can now store 2nd-level spells in cartridges. Additionally, when you trigger a spell cartridge, you can choose to have area spells originate from the point of impact rather than targeting the creature.

Arcane Efficiency (10th Level)

When you create a spell cartridge using a 1st-level spell slot, roll a d6. On a 5-6, the spell slot isn't expended. Additionally, your spell cartridges now last until used, rather than expiring after a long rest.

Greater Cartridges (14th Level)

You can now store 3rd-level spells in cartridges. Additionally, once per long rest, when you trigger a spell cartridge, the target has disadvantage on the first saving throw it makes against the spell.

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Spellsniper Spell List

The spellsniper spell list emphasizes precision, utility, and environmental control. You gain access to spells gradually as a half-caster.

Cantrips (0 Level)

  • Acid Splash
  • Dancing Lights
  • Guidance
  • Mage Hand
  • Message
  • Minor Illusion
  • Poison Spray
  • Resistance
  • True Strike

1st Level

  • Alarm (ritual)
  • Detect Magic (ritual)
  • Detect Poison and Disease (ritual)
  • Disguise Self
  • Expeditious Retreat
  • Faerie Fire
  • Fog Cloud
  • Grease
  • Hunter's Mark
  • Jump
  • Longstrider
  • Silent Image
  • Snare
  • Speak with Animals (ritual)

2nd Level

  • Alter Self
  • Blur
  • Darkvision
  • Enhance Ability
  • Hold Person
  • Invisibility
  • Locate Object
  • Misty Step
  • Pass Without Trace
  • See Invisibility
  • Silence (ritual)
  • Spider Climb
  • Web

3rd Level

  • Clairvoyance
  • Dispel Magic
  • Fly
  • Gaseous Form
  • Nondetection
  • Plant Growth
  • Slow
  • Stinking Cloud
  • Water Breathing (ritual)
  • Water Walk (ritual)
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4th Level

  • Arcane Eye
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Locate Creature
  • Stoneskin

5th Level

  • Cloudkill
  • Commune with Nature (ritual)
  • Contagion
  • Far Step
  • Hold Monster
  • Mislead
  • Scrying
  • Tree Stride
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Multiclassing

Prerequisites

To qualify for multiclassing into the spellsniper class, you must meet these prerequisites: Intelligence 13, Dexterity 13, and you must be a grung.

Proficiencies Gained

When you multiclass into the spellsniper class, you gain the following proficiencies: light crossbows, hand crossbows.

Playing Your Spellsniper

Combat Role

You are a backline skirmisher with limited resources. Your job is to provide consistent ranged damage while using formulas to create openings for your allies. You won't dominate encounters, but a well-timed formula can turn the tide. Save your Arcane Charges for moments that matter—you don't have many.

Resource Management

With limited spell slots (half-caster progression) and modest Arcane Charges, resource management is critical. Your innate formula's free use per short rest is valuable—don't forget it. Consider when to enhance attacks versus when to save charges for emergency formulas.

Positioning

Steady Aim rewards staying still, but your d6 hit die means you can't afford to get caught. Find elevated positions using your climb speed. Your amphibian nature gives you options other ranged characters don't have—use water and vertical space to your advantage.

Party Synergy

You shine when coordinating with allies. Marking Shot helps rogues find targets. Sluggish and Sticky help melee fighters close distance. Muffling shuts down spellcasters. Think of yourself as a force multiplier rather than a primary damage dealer.

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Roleplaying a Spellsniper

Sample Backgrounds

Personality Traits

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Design Notes

Balance Philosophy

The Spellsniper is intentionally designed to be slightly below the power curve of official classes. This reflects both the experimental nature of homebrew and the philosophy that unique flavor should come with mechanical tradeoffs. A spellsniper who contributes meaningfully to their party without overshadowing others is working as intended.

Key Balance Decisions:

"We grung have spent generations being overlooked. Too small. Too strange. Too wet. But I've learned something the tall folk haven't: the smallest shooter can change the course of battle. Not through overwhelming force—we'll never have that. Through patience. Through precision. Through knowing exactly where to place a single, perfect shot.

—Plik'nik the Verdant, Spellsniper Scholar"

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