Rogue
Base Class: Rogue

This archetype focuses on using guns in a tactical way. With the help of a snipe the Marksman Snipes hits targets from hidden doing devastating damage.

A marksman is a person who is skilled in precision shooting using projectile weapons to shoot at high-value targets at longer-than-usual ranges.

A snipe is a wading bird of marshes and wet meadows, with brown camouflaged plumage, a long straight bill, and typically a drumming display flight.

Initiation

Snipe hunters are typically led to an outdoor spot at night and given a bag or pillowcase along with instructions that can include either waiting quietly or making odd noises to attract the creatures. The other group members leave, promising to chase the snipe toward the newcomer; instead, they return home or to camp, leaving the victims of the prank alone in the dark to discover that they have been duped and left "holding the bag.

Sniper

Snipers generally have specialized training and are equipped with high-precision weapons, and often also serve as scouts/observers feeding tactical information back to their units or command headquarters.

 

Firearm Proficiency

 Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmithing

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 9th, 13th, and 17th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Intelligence modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest. If you gain Grit points from another source such as Gunslinger you only gain this feature once.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Steady Bullet. When you use Steady Aim, you may load a single bullet into an empty two-handed firearm.

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. If the weapon does not have a misfire it gains a misfire of 0 for the purposes of the following formula. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. If the weapon does not have a misfire score it gains a misfire score of 0 for the purposes of following calculations. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll additional weapon damage dice per grit point spent when determining the damage.

Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Helpful Snipes

Beginning when you choose this archetype at 3rd level, as an action you can summon a snipe (Raven). The snipe acts as if you summoned a creature front the find familiar. If you use this action to summon a snipe while you have another snipe the first one disappears. The snipe lasts indefinitely or until you summon another snipe.

The snipe joins initiative but takes its turn immediately after your turn.

Expert Marksman

At 9th level your two handed firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Spotter Snipes

At 9th level your snipe becomes improved. It may take the help at range of 30 ft. At 13th level this improves to 100 ft. At 17th level this improves to any target within sight.

Master Marksman

At 13th level if you would gain advantage from two sources you may add your Intelligence modifier to the attack roll.

Decoy Snipe

At 13th level you are always prepared for combat. On the first round of combat on your turn as a reaction you can cast the mislead spell without any spell components and summon your snipe. If you do you can teleport up to 30 ft.

At 17th level the range you can teleport increases to 100 ft.

Super Marksman

At 17th level when you make an attack while hidden front the target you can add your sneak attack dice to the damage. If the attack qualifies for sneak attack you may add the sneak attack dice damage as normal.

Ultra Snipes

At 17th level you can attack a target your snipe can see as long as it is within the maximum range of your two handed firearm.

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