Rogue
Base Class: Rogue

Reapers are specialists in stealth, single target elimination and area control. They can serve as reconnaissance and are lethal with their ranged weapons and explosives.

stealth and recovery

Starting at 3rd level, after rolling initiative goes into enhanced stealth, enemies that use search to find you roll with disadvantage, if they succeed you dont lose the stealth unless you get hit, if you move in your turn they lose sight of you again. but if an enemy comes within 10 feet of you, you are fully revealed. The first shot with the chosen weapon does not reveal and subsequent shots have a 50/75/100 % chance of revealing the bearer. being in enhanced stealth makes the sneak attack perfect.

Additionally, you may enter enhanced sigil a number of times equal to half your proficiency per short rest.

Chosen weapon: phantom shot

When you choose this archetype at 3rd level, you can chose between any firearm, this weapon become silenced and will be used for other abilities later on.

additionally, you can make a special shot that does not break enhanced stealth in exchange for the attack and everything added to it doing half damage.

Mines

At level 3, you gain the ability to use and craft tactical mines, you have to pay 2GP per basic mine.

the mine are invisible to everyone but the thrower , it can be thrown 60 feet and to detonate it requires the thrower to take a shot at it, forcing all creatures inside the radius to make a dex saving throw, the basic mine does 2D8 which goes up to 3d8(lvl 7) then to 4d8(lvl12) and finally to 5D8 (lvl 18) all mines have an area of 15 feet, you can have your proficiency of them ready to detonate on the ground (it can't be thrown at creatures). All mines except the one granted at 17th level can be created in a short rest and you can create a number equal to twice your proficiency bonus. Detonating a mine does not break stealth

You gain new mines to craft at level 3, 9, 13 and 17 

 The save DC is 8 + prof + dex

improved steady aim

Starting at 9th level, as a bonus action if you haven't moved yet you gain advantage in your next attack, this steady aim allows you to keep your feet.

Smoke mine

at 9th level, you gain the ability to use and create smoke mines, the smoke mine upon detonation generates a 10 foot smoke screen, if you are not stealth enhanced you gain it and if your allies pass through the smoke they gain the effects of enhanced stealth until that person's next turn, allies only gain the benefit of not being seen up to a range of 10 feet.

These smoke mines cost 5gp each

Vanish

At 13th level, as an action while in enhanced stealth you can choose a target and unload 4 shot upon them, for each successful attack you add half of your sneak attack per attack (the first shot still applies the enhanced stealth rule) you can use this ability a number of times equal to half your proficiency per long rest and once you use it you cannot go into enhanced stealth for the rest of the fight.

Upon reaching lvl 17, if you kill the target and still have shots left you can choose a new target to perform the remaining attacks.

push mine

Starting at 13th level, you gain the ability to use and create a push mine, when detonated it pushes every creature in the area 10 feet away from the center of it, dealing 3d6 force damage.

These mines cost 10gp to create.

sticky mine

At 17th level, you can also throw the mines at creatures and they will explode when the target receives any damage, additionally when the mine explodes it will only cause the effect of the mine against the target that has it attached.

Healing mine

Lastly at 17th level, you can create a special type of mine, once detonated this mine heals all creatures equal to your rogue level, you can only have two healing claymore per long rest.

These mines cost 50 gp each

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