Rogue
Base Class: Rogue

Striking unseen from the shadows with a variety of Ranged Weapons. An Unseen marksmen truly can see better from a distance. These Rouges are the Assasins in the night who are never found due to their prowis and Marksmenship.

Firearm Proficency

At 3rd level you gain Proficency with all firearms. In addition once per long rest when you roll a misfire you can reroll the dice using the new roll.

Snipers shot

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. Once on each of your turns You can give yourself advantage on attack rolls against any creature that has not made an attack against you or previously been attacked by you. In addition any hit on a creature who has not taken a turn in combat is considered a critical hit. You can use this feature a number of times equal to your proficency bonus per long rest. 

Arcane Silencer

Starting at 9th level you learn how to infuse your weapons with a modified version of the silence spell making your shots extremyl difficult to hear. Creatures 5ft away or further do not hear your shots, and creatures who you hit/attack must make (wisdom) perception check DC 18 to locate you, on a fail they remain unaware of your location.

Marksmens Nest

Starting at 13th level while In combat you may use an action to create a “Nest” for you to make your attacks from. While in your nest you gain the following benefits.

You gain Advantage on all ranged weapon attacks.

You gain advantage on stealth checks 

you receive a plus 2 bonus to AC due to the cover of your nest.

If a nest is built priror to combat you gain a plus 5 bonus to Initative rolls made in your nest.

Improved Nest

At 17th level you gain additional benefits while in your nest. 

All damage dealt is considered magical for the purposes of overcoming resistances and imunities. 

once on each of your turns you deal an additional 1d12 force damage.

Your shots are so well placed your targets become gravely wounded. Once you hit a creature it must make a constitution saving throw DC 20 or be wounded and begin to bleed. While bleeding the creature takes 1d6 bleeding damage at the start of each of its turns (this damage stacks with multiple wounds) untill uses an action to patch itself up or succeeds on a DC 15 Medicine check. 

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