1. Poznámky

Lunar Sniper Conclave

Lunar Snipers are a strange paradigm of hunters who don’t rely on the shadow of night to aid them in their 
hunts. Instead, they have befriended the moon, and when they call upon it, it’s light gives them power, and its
white face gives the clairvoyant guidance.​


With this power and the knowledge given to them, they can make incredibly long ranged shots that only the
fiercest of enemies can survive. No where in the light of the moon is safe from 
these rangers.

Lunar Sniper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the lunar sniper spell table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

Lunar Sniper Spells
Ranger Level Spells
3rd Hunter's Mark
5th Invisibility
9th Clairvoyance
13th Greater Invisibility
17th Far Step

Eyes of Astarte

At 3rd level, the moon lit sky becomes one of your greatest allies. Your eyes now take on those of a lunar predator and can see anything within 120ft of you as if you were in daylight, unless it is magical darkness. You also gain an excellent, pinpoint vision like that of a hawk. You gain proficiency in the perception skill and get advantage on perception checks during nighttime if the moon is out. 

Marks of Selene

At 3rd level, you’ve learned to mark targets for death, and remain patient to strike at a greater advantage later.

When you wish to cast hunter’s mark, you may choose to spend an action and cast it as Marks of Selene instead. If you do so, it gains the following effect instead.You may choose to mark up to three creatures, instead of one. You gain advantage to hit marked targets, and whenever you first deal damage to a marked target you deal an extra 2d6 radiant damage. After this damage is dealt, the mark remains on all creatures marked earlier, but suffer the same effects of the normal hunter's mark

Dance of Diana

At 7th level, you’ve learned to keep your enemies at a good distance, even in the middle of combat. If you are hit by a melee attack, you may use your reaction to shift from reality under the guise of the moonlight and reappear 20ft away to a space you can see. If the creature that attacked you is marked with a mark of Selene, you may make a ranged attack against them.

You may use this feature a number of times equal to half your wisdom bonus rounded down, with a minimum of 1.

Arrows of Artemis

At 11th level, you have befriended the moon, and it does its best to help you destroy your enemies. As an action, you see the exact location of every creature within 120ft of you, or 60ft if you cannot see the night sky, even if they are behind full cover, or invisible (Unless it is from the True Invisibility spell, or likewise). You may then make on ranged attack against any creature you see.

This attack ignores full cover, as the radiant power of the attack given to it by the moon allows it to penetrate up to 10ft of stone or 2ft of metal. If the attack hits, it deals an additional 2d10 radiant damage, or 4d10 against your preferred enemies.

Creatures who are hidden from divination magic, or have at least 15ft of stone between you and them are not revealed to you.

You may use this feature a number of times equal to your wisdom modifier before you must finish a long rest.

Whispers of Phoebe

At 15th level, you regularly receive whispers from the moon, telling you about your​ surroundings and your future, which gives you many a moment in which you have déjà vu. You can no longer be surprised, and you may immediately take the first turn during any surprise rounds in which you would have been surprised.

You have advantage on any dexterity saving throws when forced to make one by creatures or traps.