Base Class: Rogue
A sound of a large blast echos in the distance, as a rogue marksman slithers away into the night with her pockets heavier and another notch on her belt. Most thieves prefer to stay to the shadows, doing their dirty deeds unnoticed. The rogue marksman however has found a more upfront approach to their general misdeeds. Intimidating others by pointing a gun to their skull seems to be much more effective than sneaking through a house to steal wears. There skills in being dexterous and nimble also provide them with the abilities to shoot their weapons with deadly precision and grace. These skilled assassins also have honed their skills with long range use, able to snuff even the most protected of targets from a safe, far away distance. These unique rogues have found a new type of courage on their side of the gun, and will stop at nothing to get what they want; whether it be robbing unsuspecting victims at gunpoint, or assassinating lords and kings from a perch far off in the distance. Those who find themselves so unlucky to be in the presence of such a marksman best beware of how truly viscous these rogues can be.
Bonus Proficiency
Starting when you choose this archetype, you gain proficiency with tinker tools and all firearms.
Quick draw
Starting at 3rd level, you can use the bonus action to take an extra shot at an enemy within range with a small handgun (Dexterity is your modifier for all gunnery attacks). You also seem to have an edge in battle, being able to add your proficiency bonus to your initiative rolls.
Master Craftsman
When you choose this archetype at 3rd level, you are able to cut the cost of making ammunition with your tinker tools in half. You also gain advantage on any roll with tinker tools to craft, improve or fix any type of weaponry.
Magic Bullet
Starting at 9th level, your find yourself able to imbue ammunition with a magical essence, doing full damage to those creatures whom would be resistant to nonmagical damage. You may choose to grant your bullets with an extra 1d12 fire, piercing, or force damage. Until you reload, you may not change the magic of this ammunition until all shots have been expended.
Sharpshooter
By 13th level, you have become precise enough with your firearms to take shots with deadly accuracy.
-You no longer take disadvantage on long range weapon attacks
-You ignore half and three-quarters cover.
-Before you make an attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you choose to do so and the attack hits, it deals an extra +10 damage.
Viscous Shot
When you reach 17th level,you have become quick and deadly enough to be able to react to incoming attacks. When a creature makes a failed attack on you, you may use your reaction to take a shot at them with any firearm. On a hit, the creature is stunned until the end of your next turn and takes an extra 2d6 damage. Using this feature, you score a critical on either a roll of 19 or 20. This feature may only be used a number of times equal to you dexterity modifier+2. You must take a long rest before recovering any expended uses for this feature.
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