Base Class: Rogue
Hailing from the lost country of New Zealand and raised in the unforgiving Australian Outback, the Sniper is a tough and ready crack shot. The Sniper's main role on the battlefield is to pick off important enemy targets from afar using his Sniper Rifle and its ability to deal guaranteed Critical Hits with a headshot (with some exceptions). He is effective at long range, but weakens with proximity, where he is forced to use his Submachine Gun or his Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where he can easily pin down enemies at chokepoints.
Although he is typically known for instantaneously killing enemies at a distance, the Sniper can use the Huntsman to get closer to the enemy. Additionally, the Sydney Sleeper and the mysterious contents of Jarate allow him to take on a support role by causing enemies to take mini-crits.
Charged Shots
You may spend a bonus action to add your proficiency bonus to your next attack's damage. This can only be used a number of times equal to your proficiency bonus before you must say "God save the Queen". Just kidding, until you take a short rest.
Jarate
You gain a jar of Jarate that you may throw up to 10 feet away to increase damage taken by affected creatures by 1d4 for 1 round. If a creature is in a 10' radius of its impact, it must make a DC 15 dexterity save or suffer this effect. It takes 3 rounds to recharge. Allies have advantage on the saving throw.
Crit Headshots
If a ranged attack crits, you may add another Sneak Attack die, if applicable. You have advantage on unaware or distracted targets.