Base Class: Rogue
"You misunderstand the point of secrecy. Of course they knew that I was there—one of their number was dead. It is never the aim that they are ignorant to my purpose or presence. Death is, after all, a message, and messages are meant to be received. It is paramount that the arrival remain secret, not the result. They know what may come, but never when—until the answer is 'now; and there is naught they can do but receive."
- An Account: Death Comes
Following the rise of the dark arts, adventurers who has demonstrated the skill to defeat them struggled with their current armaments. Blacksmiths around the Realm works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them―the Deadeye.
The Deadeye is a master of long-range combat, preferring to engage their enemies from a deadly distance. Their firearm proficiency is their greatest asset—the ability to strike a target without warning and with uncanny accuracy. Their patience, control, and cunning make them a feared opponent so as long as they're kept at a range.
Firearm Training
tarting at 3rd level, you gain proficiency with two types of one-handed firearms, pistols and revolvers, which lets you add your proficiency bonus to attacks made with them.
- Pistol (cost 80g in materials): Range: 80/320 ft, and deals 1d6 + your Dexterity modifier piercing damage on hit, and can fire 8 shots before needing to be reloaded as a bonus action. Pistols are Light weapons and can be used for dual wielding but can't be reloaded while dual-wielding.
- Revolver (cost 100g in materials): Range: 80/320 ft, and deals 1d8 + your Dexterity modifier piercing damage on hit, and can fire 6 shots before needing to be reloaded as an Action. Revolvers are Light weapons and can be used for dual wielding but can't be reloaded while dual-wielding.
Starting at 7th level, you gain proficiency with a long-ranged rifle, which lets you add your proficiency bonus to attacks made with them.
- Long-Ranged Rifle (cost 200g in materials): Range: 150/600 ft, and deals 2d8 + your Dexterity modifier piercing damage on hit, and can fire 6 shots before needing to be reloaded as an Action. Long-ranged rifles are Heavy weapons.
Composure
When you reach 3rd level, you gain a bonus to your initiative equal to your Intelligence modifier.
Furthermore, at the start of your first turn of combat, your walking speed increases by 10 feet, which lasts until the end of that turn.
Headshot
When you reach 9th level, if you roll a 20 on the d20 for an Attack roll, the target makes a Constitution saving throw against the damage dealt (not including bonuses such as Sneak Attack or Sharpshooter). On a failed save, the target becomes stunned until the end of their next turn.
Going Somewhere?
Starting at 13th level, you know how to stop someone on the run.
As long you wield a firearm, and if a creature is within range takes the Dash or Disengage action, you can use your reaction to make a ranged weapon attack on them. If you hit that creature, their movement speed becomes 0 for the rest of their turn.
Cheap Shot
When you reach 17th level, you learn how to take a cheap shot where it counts. As long you wield a firearm, you can take the Attack action twice on your first turn of combat. If you hit with an Attack in this way, you can use your Sneak Attack bonus. Furthermore, if a creature would be reduced to 0 Hit Points by the means of this feature, you can take the Attack action again.
You can’t use this feature once per long rest.
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