Base Class: Rogue
Some rogues prefer to be up close and personal, but Snipers prefer to take their targets out one by one. The sniper waits on the rooftop just outside the main plaza in town. His target? A corrupt noble surrounded by guards and hellbent on subjugating those he rules over. The guards won't be of use tonight, though. He waits a few moments longer for the right opening - after all, the perfect shot takes time.
Rooftop Marksman
At 3rd level, your tools of the trade feel even more comfortable in hand than usual.
You gain proficiency with Longbows, light crossbows, and heavy crossbows and ignore the Loading property for these weapons.
Additionally, you gain Darkvision out to 120 ft.
Find Weakness
Also at 3rd level, you know how to exploit the weak points of your quarry.
As a bonus action, you can make a Wisdom (Perception) check against a creature you can see, the DC of which equals the creature's AC. On a success, your ranged weapon attacks can benefit from your Sneak Attack against that target, even if you do not have Advantage on the attack roll, but not if you have Disadvantage on the attack itself.
This benefit lasts for 1 minute, or until you successfully use this feature against a different target.
Marksman's Resourcefulness
At 9th level, your resourcefulness knows no bounds.
Whenever you fire a nonmagical piece of ammunition from a weapon you are proficient in, you can make that piece of ammunition magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.
As well, you can spend at least 2 hours creating a hideout that is indistinguishable from its surroundings - while hiding in this hideout, you gain advantage on Dexterity (Stealth) checks you make when you take the Hide action. Once someone has spotted you in this hideout, you gain no benefit from it.
Marksman's Special Tricks
At 13th level, you make sure to prep a number of tricks up your sleeve.
Marksman's Companion. You learn the Find Familiar spell, which you can only cast as a Ritual. You can use your Find Weakness feature if you use your Familiar's senses.
Trickshot. As well, you learn how to direct an errant shot toward a new target - when you make an attack roll and miss your target, you can use a bonus action to reroll the attack roll against a different target within 60 ft. of the original target. Moreover, if your Familiar can see the target, you can make a ranged weapon attack against that creature, even if it is behind total cover. You can only do this a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
Exploiting Shot
At 17th level, you can attempt to strike at your target's most vital spot.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, the attack is a Critical Hit.
Once you use this feature, you cannot do use it again until you finish a short or long rest.
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