Rogue
Base Class: Rogue

From the rooftop a cloaked warforged closes one eye and rests its head against the butt of its rifle focusing in on the capitol delegate. One deep breath in stills its hand and the trigger is pulled with the slightest pull of jointed metal fingers firing the bullet just as the mechanical exhale is released. Two seconds ago the delegate was alive, now she is collapsed on the brick street with a hole through her head. Dark forest bushes cover the halfling boy as he settles his aim lining up the crossbow bolt with the deer's leg waiting for the perfect moment to let it fly and leave it unable to move. With one swift whistle of the bolt the deer has become lunch and dinner for the boy and his family.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with heavy crossbows, firearms and tinkers' tools. Additionally you don't take disadvantage when using weapons at long range and can use tinkers' tools to upgrade your firearms as you level up.

Studied Shot

Starting at 3rd level, you are at your deadliest when you study your enemy's weaknesses. You can use a bonus action to make an Insight(Wisdom) check against a creatures armor class as long as it is in sight. On a success all ranged weapon attacks you make against them can use your Sneak Attack even if you don't have advantage, this effect doesn't work if you have disadvantage. The effect lasts one minute or until you successfully use it on a different creature.

Concealed Crosshair

Starting at 9th level, you can unfailingly find the perfect spot to shoot from cover. You gain the ability to take your whole turn(movement, action, and bonus action) to find a place to grant you full cover for 1 minute or until you take the move action. While you are in full cover and succeed on a ranged attack roll you can make an opposed Stealth(Dexterity) and Perception(Wisdom) check, on a success the hit becomes critical.

Resonating Rounds

At 13th level, you gain the ability to make your ranged weapon and firearm attack resound deafeningly within dozens of feet. Once per short rest you can choose to take a -5 to an attack roll using a ranged weapon or firearm to create a terrifying sound heard within a 24ft long and 12ft wide cone emanating from you. Creatures within the cone must make a contested Constitution saving throw against your Wisdom saving throw. Creatures that succeed the save are frightened of you for 1 minute, on a failed save the create is also stunned for one turn.

Elevated Euthanasia

Starting at 17th level, you become a master of death from above. You have advantage on attacks against target while at a higher elevation. Whenever you Sneak Attack against a target while at a higher point you double the Sneak Attack damage. 

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