Rogue
Base Class: Rogue

As the goblins traverse the mountain pass, none of them can get past a certain point. They all have arrows stuck in them.

Similar to the Assassin subclass, the Sniper adds a path specialized for those who don't like the bash and whacking aspect of combat but still like to make an impact.

Level 3: Hotshot

Gain proficiency with all ranged weapons that do not have the thrown property.

Level 3: Strike from afar

It adds better aim at long distances and longshot capabilities.

Level 9: You can't run, nor can you hide.

Add 1d4 damage to any enemy who is trying to escape and who is more than 100 feet away from you, and gain advantage if they are more than 200 feet away.

Scattershot

 Spend 4 Gotcha points to deal the damage type of your chosen weapon in a 15-ft cube

Level 13: Expanded arsenal

Gain a number of Gotcha points equal to your level, which are used to conjure different types of ammunition.

Tracker

Spend 7 Gotcha points to track any enemy hit with this projectile as long as they are on the same plane of existence. You can pinpoint their location down to 15 miles.

Weathershot

Spend 1 Gotcha point to add 1d6 of the opposite damage type as the biome you are in.

For wet environments, deal fire damage.

For dry environments deal cold damage.

For underground environments deal lightning damage.

For high- altitude environments deal acid damage.

Level 17: Elite training

Offset disadvantage given by cover and gain advantage as long as the target is behind 1/2 or less cover. Gain a +5 to attack rolls made if you are behind 3/4 cover.

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