Rogue
Base Class: Rogue

In the clandestine world of covert operations, where the line between life and death is razor-thin, there emerges a rare breed of assassin who rises above the ordinary. Enter The Silent Precision Assassin, a figure shrouded in mystery, whose deadly skills are honed to an unparalleled level of perfection.

The Silent Precision Assassin's origins are shrouded in secrecy, their past a maze of intrigue and enigma. What is known is that they have traversed the darkest alleys of espionage, becoming a legend in their own right. Operating under the radar, this enigmatic figure has left a trail of whispered rumors and spine-chilling tales, earning a reputation that strikes fear into the hearts of both friend and foe.

The Silent Precision Assassin is not just an operative; they are a living legend, a testament to the heights that one can reach in the world of covert operations. Their story continues to inspire awe and fear, an enduring symbol of what it means to be the epitome of excellence in the deadly game of espionage.

 

Craftsman

At level 3 you learn to craft ammunition and repair damaged weapons quickly and with ease. As a Marksman you are proficient in in all firearms with the loading property. You also get proficiency with tinker’s tools and smith’s tool’s.

During a short rest you may repair one weapon during this time if you are in possession of the correct tools and materials.

Sharp eye

Beginning at 9th level, you can easily gauge the battle strength of your enemies, and exploit their weakness. You gain Expertise in insight checks if you don't already have it.

At the beginning of an encounter you learn which creature is the highest CR, their AC, equipment in view, and best saving throw modifier.

 

Special Options of Attack: You can also target specific areas of a hostile target as seen below. You can use this feature an amount of times equal to your intelligence modifier. (minimum 1) You regain 1d4 expended uses of it at the end of a short rest (up to your intelligence modifier at max). At the end of a long rest you regain all expended uses of this feature (up to your intelligence modifer at max).

Sharp Eye DC = 8 + your proficiency + your dexterity modifier

Legs/ wings/ fins: When you choose this option, your next weapon attack has a -5 to hit modifier. If hit, the target must roll a constitution saving throw. On a failed save, it must spend 1d4 feet of movement per foot moved until your next turn, and takes damage as normal.

Torso: When you choose this option, your next weapon attack has a - 5 to hit modifier as you fire directly at the targets torso. If hit, the target takes full damage, and must make a strength saving throw. On a failed save the target is knocked prone.

Head: When you choose this option, your next weapon attack has a - 5 to hit modifier, however if it hits, the target must roll a constitution saving throw. On a failed save it has disadvantage on dexterity saving throws, and attack rolls for 1d4 of it's turns.

Arms: When you choose this option, your next weapon attack has a -5 to hit modifier. If it hits, the target must roll a strength saving throw. On a failed save they must drop whatever it is they are holding with their hands. If the target is holding separate items in each hand, only one hand must drop (shooter’s pick).

Steadied arm

Beginning at 13th level, you learn to control your breathing before each shot.

If you do not spend any movement on your turn, you gain advantage on your first ranged weapon attack next turn. Alternatively you may spend a bonus action after moving only half your walking speed and ending your movement behind ½ cover to steady yourself, you may get this advantage next turn as well

Keen eye

Beginning at 17th level, you may add 1d6 to your ranged weapon attack or damage roll when using a Sharp Eye attack option.

Hitman Image

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