Base Class: Rogue
The Deadeye is a master of precision and long-range combat, specializing in eliminating targets from afar with unparalleled accuracy. These rogues have honed their skills to spot vulnerabilities and exploit them with deadly efficiency. Whether with a bow, crossbow, gun, or throwing weapons, a Deadeye can turn the tide of battle from a distance, making them invaluable assets in any adventuring party. Their keen eye and steady hand ensure that their shots are always on target, and their ability to remain hidden while striking makes them elusive and deadly opponents.
Weapons Training
Starting at 3rd level, whenever you finish a long rest, you can touch a ranged weapon and learn how to use it and be proficient with it. You will be able to use your sneak attack on it as long as it meets the prerequisites for applying it.
Precision Tracker
When you choose this archetype at 3rd level, you gain proficiency in the Perception and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Undercover Tactics
At 9th level, you learn more of how to be more effective with your shots and being able to adapt to your enviroment. You can choose one of the following once on your turn.
• You can get a bonus to the attack roll equal to your proficiency bonus, no action required.
• You can gain a bonus to your movement equal to half of it, attacks of oppritunity are made at disadvantage.
• When you land a successful attack on an enemy creature, make them do a Constitution saving throw. The DC is your Dexterity Modifier + your Proficiency Bonus + 8. On a Successful save, nothing happens. On a failed saving throw, they take half of your sneak attack dice at the start of their turn. Once they have taken damage in this way, they no longer suffer from it unless you damage them in this way again.
You gain a number of uses of Undercover Tactics equal to your Proficiency Bonus and expended uses are gained back after a Long rest.
Tactical Scope
Starting at 13th level, you are the superior Marksman with a Scope.
When you are using a ranged weapon, you can be able to apply a better scope to further enchance the details of your target. If you use this weapon to look a creature, you learn any vulnerabilities, resistances or immunities. You can only aquire knowledge in this way if you spend the entire turn keeping your sight trained on the target by not using your action, bonus action, or reaction. This breaks if they are using full cover or teleporting out of sight.
One Shot
Starting at 17th level, you only need One Shot to make it count. Once you have used Tactical Scope to expend a full turn on examining the target, you can be able to apply all of your focus onto one Shot. When you successfully hit a creature in this way, you give the target vulnerability to that single attack.
Once you use this feature, you can't use it again until you have finished a short or long rest.
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