Rogue
Base Class: Rogue

As a deadeye, the aim of your training has been to deliver death from a distance. Deadeyes are a single-target killing machines, but these firearm-wieldning rouges are as diverse as they are dangerous. You may be an assassin who utilise new ways of killing people, a tinkerer who create exciting ways to dispose of unwanted elements, a guardian defending the innocents of this world against evil, or a sniper who stalk the far edges of a battlefield. You decide - after all, death doth come in many forms.

 
 
 
 
 
 

Firearm Specialist

Your weapon of choice is a firearm. It is a part of you, an extention of your own being. Whenever you attack using a firearm, you add your proficiency bonus to the attack roll.

 
 

Skirmisher's Shot

Beginning at 3rd level, as a bonus action, you can quickly reload and fire a secondary shot that cannot critically strike, but which deals an additional 2d6 damage on a successful hit. This damage increases to 3d6 at 7th level, and 4d6 at 14th level. This secondary shot may be fired 4 times every long rest.

 
 
 

Deadeye's Mark

Beginning at 9th level you gain the ability concentrate upon a creature or monster to mark it for death for 1 min. three times every short rest.  While the mark is active you know the position of the marked creature relative to your own, and you have advantage on attack rolls against it. If the marked creature reaches 0 hit points before the end of the marks duration, you may, on a subsequent turn, choose to move your mark to a different target. If you are hit by an attack while the mark is active, you have to succeed on a concentration check to keep the mark up.

Attacks against a marked creature deal critical damage on rolls between 20 and 19 at 12th level, and 20 and 18 at 15th level.

 
 

Death's Judgement

Starting at 13th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

 
 

Sniper's Cover

You have spent a long time perfecting your ability to blend in with the ground and the environment around you.
Starting at 17th level, whenever you miss a ranged attack, you may choose to make a stealth check to remain hidden. If your attack hits, you the stealth check is made with disadvantage. On a success the target knows of your general whereabouts, but you are still considered hidden. On a failure, you are detected and are no longer in stealth.

 
 
 
 

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