Compatible with Level 20.
At Level 5 you can select 1 of 3 subclasses:
Deadeye Marksman
Ghost Operator
Tactical Saboteur
Spells use the Ammo resource.
Progression:
Level 1:
Magical Sniper: You can fire your magical sniper when equipped with a ranged weapon.
Long Shot: You deal additional damage to far away targets but you cannot hit targets at close range with your shots.
Sniper Shot: Fire your Sniper and deal damage.
Level 2:
Reload: Regain some Ammo.
Level 3:
Take Aim: Take aim and prepare yourself, on your next turn you deal bonus damage but lose your movement.
Level 4:
Steady Aim: If you didnt move last turn, your first attack this turn deals additional damage.
Level 5:
Ricochet Shot (Deadeye): Fire your Sniper and deal damage, bounces to 1 more enemy.
Critical Headshots (Deadeye): You have an increased chance of landing Critical Hits.
Ghost Step (Ghost): Hide in the shadows and teleport to an unoccupied space you can see.
Cover Ops (Ghost): If you didnt move last turn, you become Invisible at the start of your turn.
Supressing Shot (Saboteur): Fire your Sniper, apply Slow and deal damage.
Level 6:
Throwing Net: Throw a Net and ensnare the target.
Smoke Bomb: Create a smoke cloud that Heavily Obscures creatures within it.
Level 7:
Snipers Focus: Deal additional damage if you haven’t moved before attacking.
Level 8:
True Aim (Deadeye): Your shots strike true, you gain +3 to Attack Rolls.
Silent Takedown (Ghost): After your next attack you immediately become Invisible.
Mine Layer (Saboteur): Toss a bomb that can knock nearby creatures Prone. Each bomb will explode when triggered.
Level 9:
Fragmentation Shot: Fire your Sniper at 3 targets and deal damage.
Level 10:
Survival Instinct: When damaged, you have a 25% chance to become Invisible until your next turn.
Level 11:
Armor Piercing Round: Your next attack reduces the targets AC by 5.
Level 12:
Execution Shot (Deadeye, Ghost): Fire your Sniper and deal damage. Deals bonus damage when target is below 50% maximum HP.
Supply Drop (Saboteur): Grant nearby allies immunity to debuffs and spawn a crate with supplies.
Level 14:
Secondary Firearm: Quickly fire a short-range shot with your secondary firearm, dealing damage.
Level 16:
Unseen Terror: When you damage an enemy from at least a certain distance, they have a chance to become Feared.
Level 18:
Scoped Strikes: You gain +1 to Attack Rolls and you hit crits more often.
Level 20:
Semi-Automatic Rapidfire: Fire 3 consecutive shots at a single target, each dealing damage.