Will the feat Spell Sniper work with the Spell Shadow Blade?

Will the feat Spell Sniper work with the Spell Shadow Blade?

Spell Sniper

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.

I’m a lvl10 sorcerer: should I plan for Spell Sniper + Eldritch Adept to get a powerful cantrip?

I’m currently a level 10 Tiefling Sorcerer, playing my first game of D&D (5e). I’m mostly selecting spells for boon’ing party members, with a couple of save-or-suck spells in reserve + simple damage output (e.g. Chaos Bolt + Fire Bolt). I’d quite like to have a more chunky Cantrip, e.g. Eldritch Blast, but I’d also like to hit level 20 Sorcerer, too. I already have the Observant and Ritual Caster feats, and 20 Charisma as a luck did have it when we rolled our characters, too.

Draft plan: Level 12 Spell Sniper (Eldritch Blast) + level 16 Eldritch Adept (Agonising Blast)

An artificer in our group is providing me with a Mind Sharpener set of robes, so I don’t think Warcaster is necessary until potentially late game.

Thoughts, comments, shaming, critique?

How to adjudicate “completely unaware of his presence” for the Slayer’s Sniper archetype’s Deadly Range?

The relevant text for the class feature (as errata’d; I think the old version, which simply increased the range at which the sniper could sneak attack, is better if for no other reason than it doesn’t invoke this question):

when the sniper makes an attack against a target who is within [range] and completely unaware of his presence

There are some obvious cases: if the target is asleep (and there are no extenuating factors), they’re clearly "completely unaware" of the sniper’s presence. Similarly, if the target is talking to the sniper, they are clearly aware of the sniper’s presence.

As the GM, I will need to figure out how to handle the in-between cases; off the top of my head:

  • the target is aware of the party generally but not the sniper in particular – they heard the party fighting in the next room and are buffing or something
  • the target can see some of the party members but the sniper was able to hide from the target
  • the target is a shifter of some sort and has talked to the sniper in their persona as captain of the guard, but is now encountering the party in their persona as the head of the Evil Cult of Evil(tm); the shifter is invisible, magically silenced, incorporeal, flying, and hiding in shadows. The target is clearly aware of the sniper (they’ve talked in the past), but has no reason to think that the sniper is currently 15 feet behind them, Ghost Touch bow drawn.

The only other place in the SRD I’ve found with similar wording (and intentionality) is the Divine Fighting Technique Way of the Silent Shiv, which says

Whenever you attack an opponent that is completely unaware of your presence (such as when you are using the Stealth skill or invisible)

which makes me think I’m overthinking the sniper ability.

So, is it that simple: stealth vs. perception (with, eg., tremorsense trumping stealth), or are there other factors that need to be taken into account?

What’s a good build for a goliath sniper in Dragonlance?

I’m new to dnd-3.5e, and I’d like my PC to be a goliath sniper. I’d like to optimize my PC for dealing damage at long range. Spotting things far away and being able to hide I assume are kind of important for a sniper, but I’m not familiar enough with the rules yet to be sure. I’m currently gravitating toward the prestige class cragtop archer and employing a composite greatbow, but these can be changed.

The campaign uses the Dragonlance campaign setting, and I’m allowed to have a PC that uses material from the core rules, the Complete books, the Miniatures Handbook, the Player’s Handbook II, and Races of Stone. I might be able to talk the DM into allowing me to use other books, but the fewer the better.

The campaign uses 32 point buy for ability scores, and has—I think—standard wealth by level. My PC will enter play at level 13. Since the party’s ultimate goal is Tiamat’s death, we’ll probably be playing for a while, so a long-term strategy is okay.

In regards to range, according to the fellow players that I’ll be joining, there was a rarity of small dungeons, and an abundance of open spaces, so I expect that I’ll have lots of opportunities for long range, but having some backup just in case I do get sent to a confined space would be a good thing as well.

Advice concerning equipment would be awesome as well, thinking about it. Speaking of which, I’ve been informed that weapon damage enchantments on ranged weapons are to have limited uses per day.

How does Spell Sniper effect spells that allow ranged spell attacks on subsequent rounds? [duplicate]

The spells Crown of Stars, Storm Sphere, and Wall of Light all allow you to make ranged attacks on subsequent rounds.

Wall of Light

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage.

Storm Sphere

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Crown of Stars

You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage.

The spell sniper feat says:

When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.

To use all of the spells effects, you are required to make an attack roll. That is, they have functions that don’t work without a attack roll.

Is that reading correct, and if so which of the ranges in each spell are effected?

Can a sorcerer with Spell Sniper use Distant Spell to cast a touch-range spell requiring a melee attack roll from a range of 60 feet?

Our use case spell will be inflict wounds (available to evil divine soul sorcerer):

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

The sorcerer’s metamagic distant spell says:

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

This answer argues that the phrase "you can reach" should not prevent inflict wounds modified by distant spell from affecting a target outside of our touch range. We will assume as the user Blckknght writes:

Most touch-ranged spells refer to touching the target in their descriptions, so if the clause of the metamagic is to mean anything, it needs to override the relevant part of the description as well as the range section of the spell stats.

The feat Spell Sniper says:

When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.

Would Spell Sniper working together with distant spell allow us to cast inflict wounds on a target up to 60 feet away?

This answer states in passing that this would be the case, but the answers to this question seem to argue that Spell Sniper is taken into consideration before the distant spell metamagic is applied.

Spell Sniper Feat, do multiple stack?

I was looking the Player’s Handbook and I saw that there are 3 different types for Spell Sniper.

Simply put, does choosing all three of them create an 8 times multiplier?

For example, say that a Lv 10 Arcane Trickster were to use the three ability score improvements he/she had to take three feats instead.

The feats taken (in no particular order) are Spell Sniper (Bard, Sorcerer, Warlock), Spell Sniper (Cleric, Druid), and Spell Sniper (Wizard).

Does each feat stack to create an 8 times multiplier for Spell Attack Range?

(EDIT: I just inputted the values on D&DBeyond, and it seem like they added the multipliers together for 6 times multiplier. Fire Bolt has a range of 720 ft and Thorn Whip has a range of 180 ft. This is increased from 120 ft and 30 ft. Is this correct on their part?)

Problems with using lissajous curves for sniper scope sway

I like to pick apart games in my spare time and recreate some mechanics from simple to complex which I think would be fun. The game I mainly pick apart is Call of Duty 4: Modern Warfare because of its large modding community and mod tools which make it easy to learn how the game works. The in-game developer console also makes it easy to debug the game on my own as well.

One of the mechanics I am currently trying to pick apart is the sniper scope. One thing I noticed right away is the sway pattern which is a lissajous pattern. I quickly implemented my own lissajous pattern which is the classic figure-8 used in most games and applied it to the camera. Here is the script:

using UnityEngine;  public class ScopeSway : MonoBehaviour {     public int a = 1,                b = 2;      private float size = 1f,                   speed = 0.5f,                   time = 0,                   posX = 0,                   posY = 0;      void Update()     {         time = Time.time * speed;         posX = size * Mathf.Sin((a * time) + (Mathf.PI / 2));         posY = size * Mathf.Sin(b * time);          Vector3 offsetX = transform.up * posX,                 offsetY = transform.right * posY,                 offsetZ = transform.forward * transform.position.z;          transform.localPosition = offsetX + offsetY + offsetZ;     } } 

One thing I want to get out of the way is that if you visualize the figure 8 the height and width are the same size, so instead of making a width and height I merged them into a single size variable which makes a perfect square. The a and b variables modify the frequency which allow you to make more curves instead of a figure-8. Using this source you will be able to plug in your own a and b values from the patterns you see. This is also the source I used when writing this script.. The script doesn’t have any problems, it does exactly what I wrote it to do. However, there is one micro detail and core mechanic I am failing to recreate.

For those that have played the game and have access to it there is one thing you probably have never noticed until you actually spot what is happening. In the game whenever you are looking through the sniper scope you will notice that the scope sways like normal. However, no matter how close or how far whatever it is that you are aiming at the size of the curve pattern is the same. In order to visualize this, take the script I pasted here and put it on a camera and place a cube 100 meters away, also set your cameras FoV to 15 (CoD 4 uses 15 FoV for sniper scopes). The scope will seem like it sways normally but not until you move the cube directly in front of the camera. Now you will notice that the camera sway is huge on targets up close but small for targets far away. In CoD, the sway amount is the same no matter how far or how close you are to what you are aiming at. What exactly is going on here?

After thinking about it I thought that maybe they are changing the size of the pattern based on the distance of where you are pointing. So I decided to add a raycast for up to 100 meters and change the size of the pattern based on the returned hit distance. It failed miserably. It created lots of stuttering and snapping motions which where very visible and hard on the eyes. After that I thought that maybe I can just interpolate between the two points but that won’t work because in CoD it does not look like the view is being interpolated, the sway does not even make a single twitch. If you take my script and aim at the corner of the object and let the sway point off of the object the sway amount goes all the way back up, which does not happen in the game.

I do not know what I happening or how they are achieving this effect. I do know that the sway is programmatically done and is not using an animation because the sway has the same pattern as the gun sway when aiming from the hip. Whenever you scope in and scope out the scope does not start at the same place every time, it starts at a different place which means it is using lissajous curves based on a factor of time.

My question for you guys is, how are they achieving this and what am I doing wrong? I have spent five days now researching and picking apart some open source games but I have not found an solution or even a hint. It seems like this topic isn’t really well covered because it is a mechanic no one notices and we all take for granted, but it is the most important polish for full screen sniper scopes. How do I make the sway pattern the same size and speed no matter how far or how close it is that I am looking at.

A better explanation of what is going on is if you zoom in CoD right in front of a wall the scope will only sway in a box of lets say 20 pixels. And when you zoom to something far out it still only sways in a box of 20 pixels. My script will sway in a box of 20 pixels when aiming at things 100 meters away but when zooming in on things directly in front of the camera the camera will sway in a box of 100 or more pixels. I want my camera to sway in a box of 20 pixels or so no matter how far or how close the object you are aiming at is. It’s almost like they are shifting the cameras viewport and not the physical camera?