Rogue
Base Class: Rogue

You have trained in the shadows, and mastered the art of striking from a distance.  Whether firing from the shadows of a tree or the top of a building in the middle of a city, your arrows fly true. Rogues who select this archetype not only have excellent aim with any type of bow, but excel at maintaining their distance from threats.

Rooftop Shooter

When you choose this archetype at 3rd level, you can climb just about any surface. Gain a climbing speed equal to your movement speed. When climbing, you ignore difficult terrain.

Master Archer

Those who specialize in long-distance combat are especially skilled with ranged weapons. You have honed your skills and become one with your bow; your arrows are like extensions of yourself. When you choose this archetype at 3rd level, you become proficient with any ranged weapons with which you were not previously proficient, excluding firearms. Your DM may choose to allow firearm proficiency with this archetype, but that is not the default.

Sniper Shots. In addition, you fire with such accuracy that you are able to perform Sniper Shots with your ranged weapon, detailed below. You may only use one Sniper Shot per turn, and must specify that you are attempting a sniper shot before making the attack roll. Unless otherwise stated, any of these abilities can be used in conjunction with Sneak Attack. You learn three Sniper Shots at 3rd level, two at 9th, one at 13th, and one at 17th. When you learn a new Sniper Shot, you can swap one you know for another new one.

Your Sniper Shot save DC for any which require it is equal to 8 + your proficiency bonus + your Dexterity modifier.

You can use up to 4 Sniper Shots between short or long rests. This increases to 5 at level 9, and 6 at level 13.

Careful Shot

Sometimes it pays to take your time lining up just the right target. With Careful Shot, you can gain advantage on the attack roll, and it ignores cover. Because it takes a little longer to aim the shot, you cannot use your Cunning Action on the same turn as this ability, though other bonus actions are still available for use.

Clipping Shot

Sometimes, the sniper doesn't need to kill their enemy, merely disable them. With Clipping Shot, you fire with incredible accuracy. Before rolling the attack, choose a part of the target's body from the list below to determine the effect of this ability on a hit:

Head. The shot catches them across the side of their head rather than a direct hit, making the damage nonlethal and knocking them unconscious without risk of death if the damage surpasses their remaining HP. If it does not knock them unconscious, they must make a Constitution saving throw against your Sniper Shot save DC or be Blinded as blood gets in their eyes. They must use an action or, if they have multi-attack, one of their attacks to wipe the blood away to remove this condition.

Body. The shot takes a chunk out of their side, creating an easy-to-follow blood trail. They also bleed profusely and must succeed on a Constitution saving throw against your Sniper Shot save DC at the start of each of their turns or take 1d6 necrotic damage. This increases to 2d6 at level 9, 3d6 at 13, and 4d6 at 17. This bleeding effect ends when the target successfully completes a DC 12 Medicine check as an action, or is healed by potion, magic, or some other means. Targets that don't bleed, such as elementals or constructs, are immune to this type of Clipping Shot's effect.

Arm. The target must make a Strength saving throw against your Sniper Shot save DC. On a failure, an object or weapon held in their hand is dropped and knocked 10 feet behind them.

Leg. The target must make a Dexterity saving throw against your Sniper Shot save DC. On a failure, their movement is halved for the remainder of combat, and they cannot take attacks of opportunity.

If the target is not humanoid and these do not fit, you may still specify the option you wish to use. Allowing it is up to DM discretion based on the type of creature that is being targeted.

Covering Shot

Enemies make easy targets when they are distracted. This Sniper Shot allows you to use your reaction to make a ranged attack against an enemy when they miss one of your allies with a melee attack.

Hip Shot

With Hip Shot, you can choose to ignore the disadvantage imposed by making a ranged attack against an opponent within five feet. On a hit, the target must make a Strength saving throw against your Sniper Shot save DC or be repelled up to 10 feet directly away from you. This attack cannot make use of your Sneak Attack, however. In addition, if you use Hip Shot, you cannot use your Cunning Action on this turn. Other bonus actions are still available for use.

Multi-Shot

You're so good an archer you can fire two arrows at once. When you use this Sniper Shot, you can make two ranged attack rolls against a single opponent when you take the attack action on your turn. Only one of the arrows may use your Sneak Attack damage, provided it has not already been used this round. This uses two of your weapon's ammunition.

At 17th level, this increases to 3 shots and 3 ammunition consumed.

Pinning Shot

Your shots are so accurate that you can temporarily inhibit enemy movement with cleverly-placed arrows. When you land a Sneak Attack against an enemy using this Sniper Shot, they must attempt a Dexterity saving throw against your Sniper Shot save DC. On failure, they are Restrained until the start of your next turn.

Pinpoint Shot

As an action, the sniper can fire at a non-combatant target with incredible accuracy. Examples of things that can be accomplished with Pinpoint Shot are:

  • Striking and flipping a lever
  • Hitting a button
  • Severing a rope

Retreating Shot

With this Sniper Shot, when an enemy ends its turn within melee range of you or misses you with a melee attack, you can use your reaction to leap backwards and fire a shot as you do so. Move up to 10 ft. away and make an attack roll. This movement does not impose attacks of opportunity. Retreating Shot cannot be used in conjunction with Sneak Attack.

Suppressing Shot

Sometimes, an archer must sacrifice pinpoint accuracy for effective suppressing fire on their enemies. The suppressing shot requires two uses of your Sniper Shot, consumes both your action and bonus action, and 10 pieces of ammunition.

When you use Suppressing Shot, you nock several arrows at once and fire them into the air, raining a hail of death upon your enemies. Any creature within a 15 ft. radius from a point you choose within your weapon's effective range must succeed on a Dexterity saving throw against your Sniper Shot save DC. On a failure, they take damage equal to one weapon attack plus your Sneak Attack (provided it has not already been used this round), and their movement is halved until the start of your next turn. On a success, they take half damage and their movement speed is not reduced.

Warning Shot

As an action, you fire a shot that is meant not to harm but impede an enemy. When you fire a warning shot, the target must succeed on a Constitution saving throw versus your Sniper Shot save DC or be Stunned for one minute. They can attempt the save at the end of each of their turns thereafter. If they pass, they overcome their fear of the sniper and are no longer stunned.

Keen Eye

The eyes of a Sniper don't miss a thing. At 9th level, you gain proficiency in the Perception and Insight skills if you don't already have it. Your proficiency bonus is doubled for these two skills just as in the Expertise feature. If you have already applied Expertise to one of these two skills, you may take this opportunity to move that to another skill. In addition, any Perception checks relying on sight have advantage.

Guerilla Tactics

You have honed your skills in both stealth and archery. You have become a master at striking from the shadows. Starting at 13th level, gain a +3 bonus to Initiative rolls. In addition, your proficiency bonus is doubled for ranged attacks against any creatures that have not yet acted in combat or enemies with two or more threatening allies within 5 feet.

Perfect Shot

You have become a master of silent death from afar. Starting at 17th level, when you make a ranged attack with advantage and hit, the target must succeed on a Wisdom saving throw against your Sniper Shot save DC. On a failure, they are unable to sense the presence of a sniper in their midst. You remain hidden from that target (only the one that was hit) despite having damaged the target, and any damage dealt by that attack is doubled.

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