Base Class: Rogue
For a renegade few, battle sounds different than it does for the typical rogue. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the sniper. Preferring to take out your targets at a safe distance you have trained with fanciful new weapons. Your technique is the exemplification of "In quiet, out loud".
Tread softly and carry a big gun.
Tools Of The Sniper.
When you choose this archetype at 3rd level, you gain proficiency with firearms, longbows, and heavy crossbows. You also have proficiency with Tinker’s Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.
Snipe
Starting at 3rd level, you are at your deadliest when you're at sniper range. You have advantage on attack rolls against any target you attack with a ranged weapon at long range or a target that hasn't moved during it's last turn, instead of having disadvantage at long range. In addition, any hit you score against a creature that is surprised is a critical hit.
Spotter's Eyes
Starting at 3rd level, you have expertise in the perception skill and advantage on perception checks to spot creatures using your sight.
Marksman Expertise
Starting at 9th level, you have becoming an expert at stalking and shooting targets from long ranges. You have advantage on stealth checks against creatures that are at least 120 feet away from you and the range of all your ranged weapon attacks is doubled. You can repair a misfired (but not broken) firearm as a bonus action. You can attack twice, Instead of once, whenever you take the Attack action on your turn.
In addition, when you hit a target with a ranged weapon attack you can force the target to make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save apply one of the following effects to the target:
Armor Ripping Shot
If the target is wearing armor then the armor class granted by it is reduced by 2.
Blood Splatter Shot
If the target has blood or something equivalent then it is splattered with it and all attacks against the target are with advantage until the target wipes it away with an action.
Bullseye Shot
If the target isn't resistant or immune to the damage type of the weapon used to attack then it gains vulnerability to the damage types of that weapon until the end of it's next turn, including the current damage it just received.
Crippling Shot
The target has disadvantage on all Dexterity saving throws and it's speed is reduced to 0 until the end of it's next turn.
Deadeye Shot
You gain advantage on the attack roll, if you already have advantage then you can roll a third time on the attack roll and take the highest roll.
Piercing Shot
You make an attack roll against every creature in a line directly behind the target within your attack range increment. If a target in the line closest to you isn't hit by the attack, the rest of the targets in the line aren't hit by the attack.
Ricochet Shot
If the target isn't hit by the attack you can instead have a different creature within 30 feet of the target instead make the Dexterity saving throw. On a failed save that creature takes the damage the first target would have taken.
Master Sharpshooter
At 13th level, you ignore the loading and reloading property of any ranged weapon, you ignore disadvantage on ranged attack rolls as long as you can see the target of your attack. You can attack three times with a ranged weapon, instead of twice, whenever you take the Attack action on your turn.
Killshot
Starting at 17th level, you become a master of sniping. When you attack and hit a creature with a ranged weapon that is is at the least double the range of the normal range limit of the weapon and the target hasn't moved on it's last turn, it must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. If the creature had 100 hit points or lower then it dies instead of taking damage on the failed save.
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