Base Class: Rogue
While many rogues rely on their speed, wit, or charm to defeat their enemies, snipers focus on picking off foes from a distance, before they have the chance to fight back. Snipers find themselves at home wherever they can hide away and get the drop on a target.
Expert Marksman
When you choose this archetype at 3rd level, you gain proficiency with all non-firearm ranged weapons. Additionally, you gain proficiency with firearms with the *two-handed* property and a reload score of 1.
One Shot, One Kill
One well-placed shot is all you need to turn the tide of battle. At 3rd level, your sneak attack damage die increases to a d8.
You learn the true strike cantrip. When you are first in the combat order, or if your group has surprised a creature, you may cast this cantrip as a bonus action.
It's the Bullet You Don't Hear that Gets You
By 9th level, you have mastered the art of striking afar from the shadows. When you hit a creature after having taken the hide action, roll a d20. On a roll of 10 or higher, your location is not revealed.
Deadshot
Your ability to kill without being seen shatters the morale of your foes. At 13th level, when you reduce a creature to 0 hit points with a ranged weapon attack, all allies of that creature who can see it and cannot see you must succeed on a Wisdom saving throw (DC 13) or spend their next turn moving as far away as possible from their fallen ally.
They also have disadvantage on all Intelligence, Wisdom, and Charisma saving throws until the start of your next turn.
This effect occurs a number of times up to your proficiency bonus. You must finish a long rest before this effect can occur again.
I Never Miss
By 17th level, you have fully mastered your weapon. Whenever you use a firearm you are proficient with, you may add your Wisdom modifier to the attack roll. Additionally, when you make a roll that would cause your firearm to misfire, you may reroll the attack roll. You must use the new roll.
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