Base Class: Rogue
As firearms slowly begin to proliferate society, you were one of the first to attempt to take the noisy and volatile pistols and attempt to adapt them to the shadows. As a master of stealth with a keen mind, you have become proficient with pistols and how best to use them as efficient killing machines. Unlike the gunslingers that pride themselves on their quick draw and dueling abilities, you weave through the shadows to line up the deadliest shot before striking quickly and attempting to slink back into the darkness. In addition to your skills with firearms, you have also honed your ability to identify weaknesses in your targets and exploit them to deadly effect. Simply put, you are a ghost with a gun.
Pistol Proficiency
Starting at 3rd level you have gained proficiency with pistols as you continue to master the weapon. In addition, you also gain proficiency with tinkerer's tools as you experiment with ways to not only maintain your firearm but also adapt it to better suit your needs.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Shadowslinger
Starting at 9th level, you have mastered the art of slinking back into the shadows. After a successful sneak attack you have advantage when taking the hide action to avoid detection from your enemies.
Master Assassin
Starting at 13th level, you have become highly efficient at finding the best ways to eliminate your enemies by finding their weak points. Once per encounter, as a bonus action, you can make a Perception check (DC equal to target's dexterity), upon a success you identify the target's weaknesses and vulnerabilities and add an extra 1d8 to your damage when you successfully hit that target with an attack.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
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