Base Class: Rogue
While focusing your training on the grim art of death, you've decided to specialize in eliminating your targets from immense distances. Rather than using poison and disguise to eliminate your foes with deadly efficiency, you forgo the elaborate plans and instead use a single, fatal blow from a distance that keeps you safe and sound. Some would call you a coward, but results beat words every time.
Headshot
Starting at 3rd 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. In addition, any hit you score against a creature that is surprised is a critical hit.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the heavy crossbow and the longbow. You may also gain proficiency with the musket and hunting rifle, if the DM has such items in the adventure.
Nest Expertise
Starting at 9th level, you can unfailingly create hideouts within a city or similarly sized area. You must spend seven days and 25 gp to establish the hiding spots, firing angles, and possible escape routes within an area. For example, you might create a meager shelter on top of a clock tower to get a view on a corrupt noble's parade before taking a shot.
Thereafter, you can use a location to fire one shot from a ranged weapon at a target of your choice that moves through the open within the area you chose. You do not have any range restrictions on this shot, the target will be considered surprised, and you may be able to escape before other enemies are able to find you.
Stalker
At 13th level, you gain the ability to eliminate your targets before others are able to intervene. You must spend at least three hours studying your target's routine, including one period of extended isolation.
If you incapacitate a target during their period of extended isolation, their allies will remain clueless of your deed until the extended period is over. Additionally, you automatically succeed on exfiltration, unless other circumstances reasonably prevent it.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
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