Rogue
Base Class: Rogue

"Professionals have standards." As an expert marksman, you've learned how to eliminate a target at exceptional range. Where other rogues prefer to get personal with their marks, you know that distance and patience are just as deadly as a knife in a fight. Archetypical Deadeyes prefer to be polite, efficient, and always have a plan to kill everyone they meet. 

Tools of Destruction

You've mastered the use of guns, their tools, and the tools to craft them. When you choose this archetype at 3rd level, you gain proficiency with firearms and Tinker's Tools. You may use the Tinker's Tools to craft ammunition at half the cost, repair damaged firearms, or even modify existing weapons. 

Additionally, you gain modification points equal to your proficiency bonus that can be spent on attachments or modifications to your firearms. Weapon modifications may be altered during a short or long rest. The list of modifications and their level requirements follows in alphabetical order:

Advanced Receiver
Receiver attachment, 17th level. Costs two modification points. Your firearm's hit and damage modifiers increase by 2.

Bayonet
Muzzle attachment, 3rd level. Costs one modification point. For the purposes of making melee attacks, you may treat your firearm as a dagger for the purposes of attacks and opportunity attacks.

Bipod
Underbody attachment, 3rd level. Costs one modification point. While prone, your firearm's range is its long range. Additionally, while prone, your ranged attacks do not suffer from disadvantage.

Experimental Rifling
Barrel attachment, 9th level. Costs one modification point. Your firearm's range is increased by 40/160.

Flash Hider
Muzzle attachment, 13th level. Costs two modification points. Your firearm's flash is reduced and no longer gives enemies advantage on perception checks to locate you.

Improved Iron Sights
Upper body attachment, 9th level. Costs one modification point. Your firearm's hit modifier increases by 1.

Marksman's Scope
Upper body attachment, 13th level. Costs two modification points. Your firearm's hit modifier increases by 2. 

Tuned Receiver, +1
Receiver attachment, 9th level. Costs one modification point. Your firearm's damage modifier increases by 1.

Tuned Receiver, +2
Receiver attachment, 13th level. Costs one modification point. Your firearm's damage modifier increases by 2.

Deft Hands

Starting at 3rd level, you ignore the firearm's loading property of handheld weapons and being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Deadly Shadows

You have learned how to move and hide while remaining lethal. Starting at 9th level, you gain the following benefits:

  • You can spend 1 minute creating camouflage for yourself. You must have access to materials to camouflage yourself such as dirt, dust, debris, soot, foliage, or others. Once you are camouflaged in this way, you gain a +5 bonus to Dexterity (Stealth) checks as long as you remain in the environment for which you are camouflaged. While camouflaged, your base movement is halved. Once you move at full speed, your position is revealed.
  • When you benefit from half or three-quarters cover, you gain a +10 bonus to Dexterity (Stealth) checks against enemies from which you are considered being in cover.
  • Being prone does not impose disadvantage on ranged attack rolls you make.
  • Steady Aim no longer reduces your movement speed to 0 but instead halves your movement speed while camouflaged.

Sniper's Focus

You gain extra awareness and have learned to stay hidden at range. Starting at 13th level, you gain access to the following benefits:

  • Blindsight. You have Blindsight with a range of 10 feet.

  • Critical Aim. You ignore half cover on your ranged attacks made with firearms.

  • Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.

  • Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.

Brutal Efficiency

Starting at 17th level, you are at your deadliest when you get the drop on your enemies. You gain the following benefits:

  • You have advantage on ranged attack rolls against any creature that hasn’t damaged you in combat yet.
  • In addition, any ranged hit you score against a creature that is surprised has advantage and crits on a die roll of 18-20. 
  • On your turn, when you score a critical hit with a ranged weapon or reduce a creature to 0 hit points with one, you can make an additional ranged weapon attack, ignoring loading and benefit from Sneak Attack a second time. This feature can trigger only once per round of combat.

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