Rogue
Base Class: Rogue

Not all rogues specialize in sneaking or in delivering a knife to the back. Some work by hiding and taking a shot in the dark. Snipers use ranged weapons and firearms to great effect, especially when they can do so as an ambush. They use their immense ranged weapon knowledge to set up the perfect shot from a safe distance, hitting  

Bonus Proficiencies

Starting when you pick this archetype at 3rd level, you gain proficiency with firearms, heavy crossbows, and Tinker's Tools. You may use Tinker's Tools to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Trick Shots

At 3rd level, you learn two trick shots of your choice. You can use a trick shot a number of times equal to your Dexterity modifier (minimum of 1), with uses resetting after a short rest. Each use of a trick shot must be declared before the attack roll is made. You can use up to two trick shots per attack. You can change which two trick shot options you can use at the end of a long rest.

Trick Shots

These trick shots are presented in alphabetical order. Some trick shots require a saving throw. The saving throw DC = 8 + your proficiency bonus + your Dexterity modifier.

 
Curving Shot

When you make a firearm or crossbow attack against a creature, you can attempt to curve the shot. The shot ignores half and three-quarter's cover and the shot counts as magical for the purpose of overcoming resistance to nonmagical damage. Additionally, if the curving shot misses, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Dazing Shot

When you make a firearm or crossbow attack against a creature, you can attempt to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on melee attack roles until the end of their next turn.

Deadeye Shot

When you make a firearm or crossbow attack against a creature, you can give yourself advantage on the attack roll.

Disarming Shot

When you make a firearm or crossbow attack against a creature, you can attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Ricochet Shot

When you make a firearm or crossbow attack, you can choose to have the piece of ammunition ricochet off of a surface as small as 1 inch in diameter to hit a creature. Ricocheting a shot imposes disadvantage on the attack roll however, the close and long ranges of a ricocheted shot are doubled, the piece of ammunition can ricochet up to three times off of different surfaces, and you don't need to see your target to hit them.  

Silent Shot

You can magically alter a bullet to not make any sound. You can make a firearm or crossbow shot completely silent so it doesn't impair stealth, and the shot counts as magical for the purpose of overcoming resistance to nonmagical damage.

Shoot n' Run

Starting at 9th level, you can accurately shoot while performing evasive maneuvers. When you use you Cunning Action to Dodge, Disengage, or Hide, you can make one crossbow or firearm attack as part of the same bonus action, but before you are considered to be Dodging, Disengaging, or Hidden.

No Impunity

Starting at 13th level, you can quickly punish those with the audacity to attempt to harm you. Whenever you succeed a Dexterity saving throw against a damaging area effect and take no damage due to your Evasion, you immediately regain one expended use of your Trick Shot feature and can immediately use your reaction to make a crossbow or firearm attack against the creature that caused the effect. 

One Shot, One Kill

At 17th level, you can imbue a shot with an immense amount of destructive power. When you hit a creature with a firearm or crossbow and can roll Sneak Attack damage, you can make all of that attack hit for it's maximum damage. Once you use this feature, you cannot use it again until you finish a long rest. Additionally, you have two attacks per action, but only with a crossbow or firearm.

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