Base Class: Rogue
While most gnomes in Drakovia's military are engaged in developing Arcanotech devices of an imposing nature, such as Arcanomech troops, artillery, and frontline weaponry, there are those who focus their talents in a more precise manner. As a member of the Drakovian Sharpshooters, or as one trained by them, you specialize in picking off the opposition from a distance, making each shot count either from positions on the battlefield, or from a hidden spot with cover and a good vantage. Your knowledge of firearms, survival, and Arcanotech make you a self-sufficient killing machine feared by opposition leadership. Similar specialists exist in other Byheron armed forces, such as the Altairan Mountain Recon Rifles or the Graz Ghost Brigade.
Sniper Training
Your training includes working knowledge of all personal weaponry designed to deliver damage at a distance, as well as how to maintain that equipment in the field. You gain proficiency with firearms, heavy crossbows, longbows, perception, survival, and tinker tools.
Sniper's Shot
Starting at 3rd level, you are able to line up lethal attacks on unsuspecting foes. 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.
Baffled Shot
At 9th level, you gain the ability to disguise your shooting location, whether through clever concealment, muzzle enhancements, or a combination of the two. When you make a ranged attack while hidden, you can remain hidden without rerolling, though the target and enemies aware of the shot can use a reaction to contest your original stealth roll.
Primordy Load
When you hit with a ranged attack, you can impose vulnerability to the attack's damage type on the target. You have a number of uses of this feature per long rest equal to your proficiency bonus.
Decisive Shot
At 17th level, you can pick out vulnerabilities in your foe that can prove devastating even against the most imposing foe. 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.
Comments