Base Class: Rogue
Snipers. Sharpshooters. Hitman. Rogues that fall into this line of work are known for their skill with the new fangled firearms, specifically rifles. Snipers often hone their craft on the battlefield or possibly hunting, but some ply their trade as contract killers for criminal organizations. As a Sniper, you have acquired certain abilities that go beyond just being able to use a firearm.
Way of the Gun
You are proficient with Firearms and Tinker's Tools. Additionally you know how to repair a jam, fix a broken weapon, create ammunition, and even build your own guns. As you are exceptionally experienced with firearms, you can load a gun as a bonus action. All other normal rules of firearms apply.
Tools of the Trade
When you choose this archetype at 3rd level, you can create a musket and 20 rounds of ammunition over the course of 8 hours. You will need access to a black smithing shop and tools for the creation of your first weapon. This weapon must be a musket and requires a length of wood long enough for the stock, along with metal for the barrel, firing mechanisms and ammunition.
Enchanted Weapon
You have spent enough time around magical creatures to know you need more than just bullets to hurt them. One weapon of choice now counts as magical for the purposes of over coming resistance and immunity to non magical damage. In order for you to have an enchanted weapon, you must spend at least 1 hour using a magically item to imbue your chosen weapon with magical damage. The process for this depends on the magical item, it could need to be melted down and added to your weapon, distilled and used as gun oil, or affixed to the hilt like a lucky charm. Work with your DM to decided on a course of action.
Hidden Death
Starting at 9th level, you have learned how to conceal your position when firing a gun. As long as you have at least partial cover, are stealthed at the time of the first shot, and do not take any movement after your first shot, you will maintain stealth for the rest of the round of combat. Laying prone counts as partial cover for the purposes of maintaining stealth.
Targeted Shot
By 13th level, you can target a specific part of the body with disadvantage. On a hit, you can imposed different options as listed below.
Head - add 10 to the damage
Arm or hand - cause the target to drop something in that hand
Leg - half the targets movement speed until wound is healed.
Ambush Shot
You score a critical hit on an 18, 19, or 20 with your musket when the creature is surprised and you are in stealth.
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