Land of Song A D&D Campaign

Spellweaver Sniper

The Spellweaver Sniper is a homebrew Ranger subclass available at this table: a bow-and-magic archetype that binds primal magic to chosen ranged weapons. Its identity is nova ranged damage, control, and exploration. A Spellweaver Sniper can fight like any other Ranger when reliability matters, or compress a turn’s worth of weapon damage and layered spell riders into a single dangerous shot — powerful when it lands, costly when it misses. The publish-ready sheet (sources/spellweaver-sniper-ranger_publish-ready.md) is the source for this page; it revises the earlier draft, and the differences are noted under What changed.

Ranger Rider spells

Rider spells are a family of Ranger spells available to every Ranger regardless of subclass. What makes the Spellweaver Sniper exceptional is that it can weave two of them into one shot.

Unless a particular Rider says otherwise, a Ranger Rider spell:

The slot is expended when the Rider is cast, hit or miss.

Damage baselines

Rider type Damage
Pure single-target damage 1d8 × the level the Rider is cast at
Pure area damage 1d6 × the level the Rider is cast at, in a radius of 5 feet × that level

The individual spell sets saving throws, damage type, area shape, and everything else. Condition Riders trade some or all of that damage for battlefield control — movement restriction, forced movement, impaired senses, loss of Reactions, and the like.

The Rider spell list itself is not recorded in this archive — ask the DM which Riders are in play.

Progression

Ranger level Features
3 Elemental Affinity, Elemental Strike, Deadeye Focus
5 Spellweaver Shot
7 Elemental Conditioning, Wild Fieldcraft
11 Unseen Hunter
15 Master Deadeye

Level 3

Elemental Affinity

A Spellweaver Sniper chooses one damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. That is their Elemental Affinity, and once chosen it cannot normally be changed. Everything else the subclass does — its bonus damage, its resistances, and the damage of any Rider woven into a shot — keys off this one choice.

Elemental Strike

Once on each of their turns, when a Spellweaver Sniper hits a creature with a ranged weapon attack, they can have the attack deal additional damage equal to their Proficiency Bonus, dealt as their Elemental Affinity type. Elemental Strike persists at every Ranger level and applies to a Spellweaver Shot as well.

A level 3 Spellweaver Sniper with Dexterity 16, Proficiency Bonus +2, a longbow, and fire Affinity deals 1d8 + 3 piercing plus 2 fire on a hit.

Deadeye Focus

A Spellweaver Sniper can magically bind ranged weapons to themselves and channel Ranger magic through them.

Level 5: Spellweaver Shot

When a Spellweaver Sniper gains Extra Attack, they gain a choice: two ordinary attacks, or one concentrated shot. Whenever they take the Attack action and would make two attacks because of Extra Attack, they pick one:

They choose fresh each time they take the Attack action, and can make only one Spellweaver Shot per turn.

Elemental weapon damage

When a Spellweaver Shot hits, roll the weapon’s normal damage die one additional time and add both the Ranger’s Dexterity modifier and their Proficiency Bonus to that additional damage. All of it is dealt as their Elemental Affinity type rather than the weapon’s normal type. Elemental Strike applies to the same attack, and the shot remains a single attack and a single hit for anything that keys off that.

The extra roll is the weapon’s normal die only. It excludes extra dice or bonus damage the weapon deals for being magical, and damage granted by ammunition, spells, feats, magic items, or other features.

Level 5, longbow, Dexterity 18 (+4), Proficiency Bonus +3, radiant Affinity: 1d8 + 4 piercing + 3 radiant (Elemental Strike) + 1d8 + 4 + 3 radiant (elemental weapon damage) = 2d8 + 14 before any Rider spells.

On a critical hit, the additional weapon damage die is part of the attack and doubles normally, and so do the damage dice of any Ranger Rider spell applied to the attack. Flat modifiers — Dexterity, Proficiency Bonus, Elemental Strike — do not, per the standard rule.

Spellweaving

When a Spellweaver Sniper intends to make a Spellweaver Shot and casts a level 1 or higher Ranger Rider spell by expending a slot, they can immediately cast a second eligible Rider — no action, no Bonus Action, and no second slot.

Rider level limit. A Ranger Rider spell can’t be cast above the highest spell level shown in the Ranger Features table for the caster’s Ranger level, no matter what higher slots they hold from another source.

Ranger level Highest Rider spell level
1–4 1st
5–8 2nd
9–12 3rd
13–16 4th
17–20 5th

Concentration. A Rider that requires Concentration cannot be either half of a Spellweaving. Concentration Ranger spells can still be cast normally, and Spellweaving never allows more than one to be held.

Elemental Spellweaving. Whenever a Rider cast through Spellweaving deals magical damage, the Spellweaver Sniper may have that damage become their Elemental Affinity type instead of its normal type.

The gamble. Riders are cast before the attack they empower, and their effects land only if the qualifying attack hits. If the Spellweaver Shot misses:

Level 7

Elemental Conditioning. A Spellweaver Sniper gains Resistance to their Elemental Affinity damage type.

Wild Fieldcraft. Two field skills come together:

Level 11: Unseen Hunter

A Spellweaver Sniper’s senses and their ability to vanish become supernatural.

Level 15: Master Deadeye

Playing the subclass

From level 5 the sheet frames every combat turn as two options:

The sheet’s own read on when each pairing earns its place: two damage Riders for maximum single-target nova; a damage Rider plus an area Rider to break a clustered formation; a damage Rider plus a condition Rider to cripple something dangerous while still hurting it; two condition Riders when control matters more than damage. As the Ranger grows, it says, the question stops being which option is stronger and becomes what the battlefield requires.

Quick reference

Situation What to do
Need reliability Use Extra Attack normally and make two attacks.
Need nova damage Spellweaver Shot + two damage Riders.
Need splash damage Spellweaver Shot + damage Rider + area Rider.
Need control Spellweaver Shot + one or two condition Riders.
An enemy closes in Bonus Action Disengage from Fighting Withdrawal.
Need infiltration Hunter’s Invisibility; Advantage on Stealth while Invisible.
Advantage at level 15+ The Spellweaver Shot crits on 19–20.
After a shot at level 15+ Move up to half Speed, no Opportunity Attacks.

What changed

The publish-ready revision (2026-08-22) differs from the earlier draft sheet in ways worth knowing to anyone who read the first version: