Rogue
Base Class: Rogue

The Sniper is a  gunslinger roguish archetype that relies on taking only one shot and being done. More often than not, the sniper is hidden and far away from their target. Masters of hiding, they wait for the moment to be right before taking the shot, and then they eliminate the target.

Class Features

Rouge Level 

Feature 

3rd 

Bonus Proficiencies, Adept Concealment 

9th 

Sniper Nest 

13th 

Gaze Into the Scope 

17th 

Crippling Shot 

Bonus Proficiencies

Once you choose this archetype at 3rd level, you gain proficiency with Tinker's tools and Firearms.

At DM's discretion, you can modify your rifle using the table detailed at the end of the class description.

Adept Concealment

When partially obscured by factors natural or otherwise such as by foliage, snow, fog, or the darkness behind a window, you also have partial cover (1/2 or 3/4 as determined by the DM). When under partial cover, you have advantage on Dexterity (Stealth) checks.

While covered in this way, any attack you make affords you extra damage equal to two sneak attack die, whether or not you have sneak attack on the hit.

Sniper Nest

Starting at 9th level, you can spend one hour creating a place for you to hide and take your shots. 

While you are in your nest, you have a +5 bonus to Dexterity (Stealth) checks and anyone who attempts to find you has a -5 penalty to Wisdom (Perception) Checks to find you.

Additionally, for every hour you spend in your nest without revealing your position, you add one to the attack and damage roll, to a maximum of your Wisdom modifier.

Gaze Into the Scope

Beginning at 13th level, you excel in single target elimination. While in your Sniper Nest, you can make a Wisdom (Insight) check (equal to 10 + half of the target's Challenge Rating or Level, rounded down)to determine the best place to strike the target. On a success, on your first attack against the target you add double your proficiency bonus to the attack and damage roll.

On a failure, the creature is immune to the effect for the next 24 hours.

Crippling Shot

At 17th level, you can take a combatant out of the fight with a well placed shot. Once per turn, when you hit a creature you have sneak attack on, you can forgo your sneak attack damage to force that creature to make a Constitution saving throw or be paralyzed for a number of minutes equal to your Dexterity modifier. The DC is equal to 8 plus your Wisdom modifier plus your proficiency bonus.

Property Definitions

Property Name 

Definition 

Two-Handed 

Weapon needs two hands to be weilded effectively. 

Reload _ 

How many times the weapon can be fired before reloading as an action. 

Heavy 

Weapon cannot be weilded by those with a strength score lower than 13. 

Single Shot 

Weapon cannot have any magazine upgrades applied. 

Expensive 

Weapon modifications cost twice as much. 

Cumbersome 

Weapon takes an action to stow/draw 

Complex 

Weapon modifications take twice as long. 

Rifle Patterns

Name 

Cost 

Range 

Damage 

Weight 

Properties 

Musket 

300 GP 

(120/480) 

1d12 piercing 

10 lb. 

Two-Handed, Reload 1 

Marksman’s Musket 

400 GP 

(200/800) 

1d12 Piercing 

10 lb. 

Two-Handed, Reload 1 

Bolt Action Rifle 

600 GP 

(150/600) 

1d12 + 2d6 Piercing 

12 lb. 

Two-Handed, Reload 1 

Heavy Bolt Action Rifle 

1000 GP 

(120/480) 

1d12 + 4d6 Piercing 

15 lb. 

Two-Handed, Heavy, Reload 1 

Semiautomatic Rifle 

800 GP 

(90/360) 

1d10 Piercing 

10 lb. 

Two-Handed, Reload 6 

Heavy Semiautomatic Rifle 

1200 GP 

(60/180) 

2d10 Piercing 

12 lb. 

Two Handed, Heavy, Reload 6 

Mountain Buster 

3000 GP 

(300/1200) 

4d12 Piercing 

30 lb. 

Two-Handed, Reload 1, Single Shot, Expensive, Complex, Cumbersome 

Rifle Modifications

Rifle can only have one type of modification from each category.

Rifle can have a number of modifications equal to your Intelligence modifier plus half of your Proficiency Bonus, rounded down.

Modification Name 

Prerequisites, Cost, Time 

Effect 

General Upgrades 

Crossbow Upgrade 

3rd Level, 200 GP, 12 Hours 

Upgrades a Crossbow to a musket. Any magical bonuses are lost 

Change Rifle Pattern 

3rd Level, ½ Base Cost, 24 Hours 

Changes one rifle pattern out for another, modifications are lost in the process. 

Barrel Upgrades 

Rifling 

11th Level, 400 GP, 8 Hours 

Range is 1.5x base 

Advanced Rifling 

15th Level, Rifling, 600 GP, 8 Hours 

Range is doubled from base 

Muzzle Upgrades 

Silencer

11th Level, 600 GP and Caster Help, 12 Hours 

Attacking while hidden only reveals your position to the target. 

Flash Hider 

7th Level, 200 GP, 8 Hours 

Attacking while further than 120 feet away does not reveal you on your first attack. 

Bayonet 

3rd Level, 100 GP, 2 Hours 

Can make a melee attack with the rifle dealing 1d6 piercing damage. 

Scope Upgrades 

Scope 

11th Level, 1500 GP, 8 Hours 

Ignore disadvantage in upper range 

Darkvision Scope 

15th Level, Scope, 1000 GP,8 Hours 

While looking down scope, have darkvision for 1200 feet. 

Advanced Scope 

15th Level, Scope, 2000 GP, 12 Hours 

Advantage in lower range of rifle 

Tracking Scope 

19th Level, Advanced Scope, 2500 GP and 11th level Spellcaster Help, 18 Hours 

Advantage in lower and upper range of rifle, add dexterity bonus to attack rolls twice. 

Magazine Upgrades 

Magazine 

7th Level, 200 GP, 6 hours 

Adds intelligence modifier to reload property 

Extended Magazine 

11th Level, Magazine, 300 GP, 8 Hours 

Adds twice intelligence modifier to magazine. 

Magical Magazine 

11th Level, Magazine, 500 GP, 7th Level Spellcaster Help, 12 Hours 

Ammunition is magical and costs twice as much to make. 

Extended Magical Magazine 

15th Level, Magical Magazine, 1000 GP, 11th Level Spellcaster Help, 18 Hours 

Adds twice intelligence modifier to magazine. 

Ammunition is magical and costs twice as much to make. 

Ammunition Options 

Bullets 

3rd Level, 10 GP, 4 Hours 

Basic ammunition 

Explosive Bullets 

11th Level, 40 GP, 12 Hours 

Ammunition explodes on contact, causing creatures within 5 feet of target to make a Dexterity saving throw (DC 8+Proficiency+Intelligence Modifier) or take 4d6 fire damage. Damage halved on success. If the bullet hits a creature, they automatically fail their saving throw.  

Gain 20 ammunition per Craft 

Elemental Bullets 

15th Level, 20 GP, Caster Help 18 Hours 

Ammunition does one type of damage from Fire, Cold, Lightning, or Thunder.  

Gain 20 Ammunition per Craft 

Holy Bullets 

7th Level, 20 GP, Divine Caster or Priest Help, 8 Hours 

Ammunition does Radiant damage 

Gain 20 Ammunition per Craft 

Unholy Bullets 

7th Level, 20 GP, Caster Help, 8 Hours 

Ammunition does Necrotic damage 

Gain 20 ammunition per Craft 

Eldritch Bullets 

7th Level, 20 GP, Pact Magic Caster help, 8 hours 

Ammunition does Force damage 

Gain 20 ammunition per Craft 

Acidic Bullets 

7th Level, 20 GP, Arcane Caster Help, 8 Hours 

Ammunition does Acid damage 

Gain 20 ammunition per Craft 

Prismatic Bullet 

11th Level, 30 GP, Caster Help, 8 Hours 

Ammunition does 2d8 damage, damage type is determined by first d8 

  1. Fire 
  1. Lightning 
  1. Thunder 
  1. Acid 
  1. Cold 
  1. Necrotic 
  1. Radiant 
  1. Force 

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