Rogue
Base Class: Rogue

 A deadshot or a sniper rogue specializes in dealing heavy damage to a singular enemy, taking out threats of might from entirely out of reach, allowing to help the party against the mightiest of foes. They are more accurate than can be believed, and seem to always have an eye on their target.

Ballistics Specialist

Starting at level 3, you become well practiced and trained in the art of war with various weapons that hit from far, be it a bow or a firearm:

- You gain proficiency with all ranged weapons, firearms and Tinker's tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting. At level 6, you can double the proficiency bonus for any check you make using Tinker's tools.
- The normal and long range for your ranged weapons you attack with is doubled.

Marksmen's Scope

Starting at level 3, your scope is your best friend on the field, your and your weapon's lifeline. With this, you and your weapon breath as one.

- You can load or reload your ranged weapon whenever you take the Steady Aim feature.

- Creatures hit by attack benefitting from your Steady Aim feature receive a reduction to their movement speed equal to 5ft times your proficiency bonus. You can only use this feature a number of times equal to your Dexterity modifier per short rest.

- Whenever you use your steady aim feature, until the start of your next turn, you have advantage on Wisdom (Perception) checks and gain a +5 bonus to your passive senses. Starting at level 9, you also gain the benefits of the See Invisibility spell until the start of your next turn whenever you use Steady Aim.

Heavy Calibre

Starting at level 9, your projectiles are now specially chosen to hurt your foes more than just the impact, compounded by your precision on the battle field. 

- Once per turn when you hit a target, and your attack roll is 5 higher than the AC of the creature, you can add a bonus to your damage equal to your level in this class.

- Creatures hit by attacks benefitting from your Steady Aim feature lose a number of hit points equal to 1d6 + your proficiency bonus at the start of their next turn.

 

Mounted Aim

Starting at level 13, laying down and taking your time to aim at your foes from a much steady position is now much fruitful to you, as your firearms respond to your aim with better precision:

- Being prone or attacking proned creatures doesn't impose disadvantage on your attack rolls with ranged weapons.

- When you are prone, standing up uses only 5 feet of your movement.

- If you are prone and haven’t moved on your turn you may reduce your speed to 0 and gain a bonus to one attack roll with ranged weapons equal to your proficiency bonus.

Shot Dead

Starting at level 17, you have reached the epitome of precision, dealing death as if destiny itself, as a creature marked by you has numbered moments.
Your sneak attack die increases from d6s to d8s. Steady aim and Mounted Aim now only lower your movement to half your movement speed.

Previous Versions

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