Rogue
Base Class: Rogue

Snipers are experts in perfectly timed ranged scouts and assassinations, quick yet methodical, their fingers never slip when pulling the trigger. Soldiers and hardened adventurers often follow this roguish archetype. You learn skill perfect for scouting from afar and keeping your adventuring party covered when they venture deep into enemy territory.  

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Scope Sight

Due to your long ranged expertise, you have advantage on attack rolls on creatures that are no closer than 120 feet from you, and have developed an eagle-like sense of sight, giving you proficiency in Perception, if you do not already have it.

Natural Infared

By 13th level, your eyes have adjusted to tracking difficult targets, you gain Darkvision that allows sight in magical and non-magical darkness matching in accuracy of sight in bright light.

Eagle Eye

When you reach 17th level, long range restrictions on any weapons with the ranged property are removed, allowing any attack you make from any range within your line of sight to be unhindered by disadvantage.

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