Base Class: Rogue
You are well practiced with rifles, and effectively use them to hunt down your enemies.
Deadshot
You gain proficiency in firearms.
You don't get disadvantage while targeting outside of a firearm's range if prone or crouched.
Critical attacks are more likely when the targeted enemy is farther away.
Blend In
You have learned how to make a sniper's nest out of any position. When you take the hide action, attacks from that position do not reveal your location unless an enemy takes an action to seek you out with a perception check DC 14+wisdom. You gain advantage on perception and investigation checks at long range while hiding.
Special Magazine
You learn to craft a variety of ammo types for your rifle. Each bullet deals normal damage plus any additional damage provided (excluding explosive).
Explosive - The primer of the bullet is glowing red. When fired, the first enemy struck takes 2d10 thunder damage, any enemy within 10 feet takes 2d6, and any enemy within 20 feet takes 1d4 damage. If no enemy is hit directly, from the spot of impact, any enemy within 10 feet takes 2d6, and any enemy within 20 feet takes 1d4 damage. Sneak attack only applies to the first enemy hit.
Electrifying - The primer of the bullet is glowing blue. Upon hitting an enemy, the enemy takes an additional 1d6+ wis bonus lightning damage, and must make a constitution saving throw DC 14+wis modifier or be stunned until the end of their next turn.
Piercing - The primer of the bullet is glowing gold. This bullet has the ability to pierce the toughest of armor, and when fired ignores AC equal to your wis bonus. It also deals an additional 1d6 of piercing damage on a hit.
Magic - The primer of the bullet is glowing purple. This bullet turns the normal damage magical for the purposes of overcoming resistances, and deals an additional 1d6+ wis bonus radiant damage on a hit.
Healing - The primer of the bullet is glowing green. Upon hitting an ally (or enemy), the target gains 2d6+ wis bonus health.
You may craft any variety of these bullet types up to your two times your proficiency bonus at the beginning of each day. The bullet count scales to 10 bullets max. You scrap any unused bullets from the previous day while doing so. These ammo types are stored in a special drum shaped magazine, which is designed to allow for the quick identification and selection of the ammo types. It takes an action to load the special magazine into your rifle, but only a bonus action to swap between the ammo types. At level 9 you modify your rifle so the drum magazine is built in, taking no action to load it, while maintaining normal functionality.
Field Day
As a reaction, if an enemy within Deadshot condition parameters takes a movement action and is not behind complete cover, you can take an attack action against them.
Too Easy
While using a rifle, you can attack twice per action. For as long as the first attack hits, you can apply sneak attack to both hits.
Upon hitting a critical attack, you gain true sight of the opponent and all subsequent attacks against that enemy have advantage. If you miss a shot after gaining advantage the effect is reset. If an enemy dies while under this effect, all enemies within 30 feet must make a constitution saving throw DC 16+wis mod or be frightened until the end of their next turn. The source of fear is the direction the bullet came from, but if they do not know the origination of the bullet, the source is the body of the dead enemy.
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Posted Nov 24, 2022Sorry, I made this a long time ago. I just checked the snippet code and below is the formula:
Deadshot condition: Critical attacks can occur on a natural roll between {{(20-(proficiency/2))@roundup}} and 20 while the targeted enemy is at least {{(60/proficiency)@rounddown}} feet away.
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Posted Nov 18, 2022Hey for dead shot you said crits are more likely when enemy is farther away,does that mean they hit like on a 18 or 19 in addition to a 20? You weren't exactly very clear on that