Rogue
Base Class: Rogue

Most rogues prefer to strike with daggers and blades, dirtying their hands in the frontlines of combat. You're above that kind of handiwork. Marksmen are masters of ranged combat, mixing extraordinary sight and trained precision to snipe foes from afar. Mercenary bands and thieves' guilds hold marksmen with high praise for their attentiveness and mastery in disrupting foes, taking out leaders and spotting traps before anyone else can even bat an eye. 

Stealthy Sniper

At 3rd level, you gain proficiency with ranged martial weapons if you don't already have it. Additionally, you can use your Dexterity modifier instead of Strength for the attack and damage rolls of your thrown weapons. Additionally, you gain 60 feet of darkvision

Deadly Precision

Starting at 3rd level, you've honed your aim to be lethally accurate even when the odds are stacked against you. When you make an attack with a ranged weapon attack and miss, you can use your reaction to add your Wisdom modifier to the roll, potentially turning a miss into a hit. You may use this feature up to an amount of times equaling your proficiency bonus, and you regain all expended uses when you finish a long rest.

You gain proficiency in the Perception skill if you don't already have it. In addition, whenever you make a Wisdom (Insight) check relying on body language or facial expressions, you gain advantage on the roll.

Marksman Techniques

Starting at 9th level, you've mastered a particular technique for long-range combat. You gain one of the following abilities of your choice:

  • Eagle Eye: You gain advantage on Wisdom (Perception) checks that rely on sight, and you can see twice as far in dim light or darkness.
  • Escape Plan: As an Action, you can make a melee attack using a dagger or improvised weapon which deals 1d4 Piercing damage, with the Light and Finesse properties. If you successfully hit with it, you may use your Reaction to move up to your speed out of melee without provoking opportunity attacks.
  • Ricochet Shot: When you would use your Deadly Precision feature with any Firearm or Crossbow, you can instead choose to target another creature within 30 feet of the original target and re-roll your attack.
  • Pinpoint Throwing: You can double the Range of weapons when making a thrown weapon attack, and stow or draw weapons at will any time during your turn.

Additionally, at 13th level you gain a second marksman technique, and can choose one of the following options:

  • Called Shot: When you use your Sniper's Aim feature, the target suffers the penalty for an additional turn.
  • Undisturbed Aim: When you make a ranged attack roll and have no enemies within 15 feet of you, you can add a bonus to the damage roll of your attack based on how far the target is. The bonus starts at 0, and increases by 1 for every 15 feet the target is away from you up to a maximum of 3 damage at 45 feet.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a marksman technique you know with another.

Called Shot

When you use your Sniper's Aim feature, the target suffers the penalty for an additional turn.

Eagle Eye

You gain advantage on Wisdom (Perception) checks that rely on sight, and you can see twice as far in dim light or darkness.

Escape Plan

As an Action, you can make a melee attack using a dagger or improvised weapon which deals 1d4 Piercing damage, with the Light and Finesse properties. If you successfully hit with it, you may use your Reaction to move up to your speed out of melee without provoking opportunity attacks.

Pinpoint Throwing

You can double the Range of weapons when making a thrown weapon attack, and stow or draw weapons at will any time during your turn.

Ricochet Shot

When you would use your Deadly Precision feature with any Firearm or Crossbow, you can instead choose to target another creature within 30 feet of the original target and re-roll your attack.

Undisturbed Aim

When you make a ranged attack roll and have no enemies within 15 feet of you, you can add a bonus to the damage roll of your attack based on how far the target is. The bonus starts at 0, and increases by 1 for every 15 feet the target is away from you up to a maximum of 3 damage at 45 feet.

Sniper's Aim

At 13th level, you've honed your aim like a knife and you can flawlessly hit specific parts of your enemies. When you make a ranged weapon attack against a creature, you can choose to impose a penalty on the target. Choose one of the following effects:

  • Blinding Shot: The target makes a Constitution save. If it fails, it is blinded until the end of your next turn.
  • Leg Shot: The target makes a Dexterity save. If it fails, its speed is halved, and it has disadvantage on Dexterity saving throws until the end of your next turn.
  • Arm Shot: The target makes a Constitution save. If it fails, it target drops one held item of your choosing, and cannot pick it up until the end of your next turn.

Your save DC for your Sniper's Aim abilities is equal to 8 + your Proficiency bonus + your Dexterity modifier

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arm Shot

The target makes a Constitution save. If it fails, it target drops one held item of your choosing, and cannot pick it up until the end of your next turn.

Blinding Shot

The target makes a Constitution save. If it fails, it is blinded until the end of your next turn.

Leg Shot

The target makes a Dexterity save. If it fails, its speed is halved, and it has disadvantage on Dexterity saving throws until the end of your next turn.

One Shot, One Kill

At 17th level, your marksmanship is unparalleled and your enemies will find this out the hard way. Once before you roll your Sneak Attack die on your turn, you can choose to instead cause the maximum amount of damage per die with your sneak attack. You regain the ability to do so when you finish a short or long rest.

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