Rogue
Base Class: Rogue

Deadeyes, as these sharpshooters have been called, are able to mix stealth and espionage with the powerful potential of firearms while also being capable of crafting various gadgets to provide themselves cover, increase their long range effectiveness, or climb to places usually out of reach. They are able to analyze a target and kill them from any range, while being able to use their skills to get away. Many powerful crime lords or corrupt nobles hire these marksmen for scouting and assassination missions, while artificers and inventors find the extra insight helpful for crafting new gadgets. Should a Deadeye find a good sniper nest, they only need one shot.

Firearms Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms and tinkers tools, and you can use the Bonus Action granted by your Cunning Action to reload a firearm, or attempt to repair a broken firearm (dc being 8 + misfire score). You use intelligence for your tinkers tools checks to fix your firearms.

Ballista Savant

Also starting at 3rd level you ignore the disadvantage given by being prone. In addition, if you are using your firearms you don't need advantage on your attack roll to use your Sneak Attack as long as you dont move.

Cold-Blooded Strategy

At 9th level you have created a camouflage for yourself that lets you attack and hide, lurking in the shadows and striking fear into your enemies. While you are prone, you can try to hide when you are lightly obscured from the creature from which you are hiding. In addition, if you are hidden and make an attack with a firearm against a threatening enemy and kill it, making the attack doesn't reveal your position and each of your enemies that see the creature dying within 30 feet of that enemy must make a wisdom saving throw (DC= 8 + proficiency bonus + intelligence modifier) or be frightened of you until the end of your next turn. The DM decides what classifies as a threatening enemy.

Creatures frightened by this ability that cannot see you move towards cover instead of away from you if they choose to move, and have disadvantage on Attack Rolls and Ability Checks as if they could see you.

Cunning Gadgeteer

Beginning at 13th level you have learned how to use and craft a variety of different useful gadgets, using 1 hour and 300 gold you can craft any one of the following items, the gadgets ceases to function after 24 hours (unless you spend 150 gp daily for maintenance), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it, but not the gold. You can have up to three such gadgets active at a time. When you create a gadget, choose one of the following options

Advanced Rifling

With this improved barrel you can double your effective range of your weapon (max range is not changed)

Bayonet

This bayonet is a dagger that is attached to the barrel of your weapon. Instead of firing your weapon, you can instead stab your enemies for 1d4+modifer piercing damage. This bayonet has the finesse property.

Deployable Cover

This foldable camouflage can be quickly deployed in a space within 5 ft. using an action. The cover occupies a 5x5 space. While behind the camouflage you are lightly obscured and it does not obstruct your ability to make attacks from behind it. Taking down the camouflage is a bonus action.

Grappling Hook

You create a special gun that fires a grappling hook. Using an action you can fire the hook up to 120 feet in any direction, when the hook hits an object it fastens itself to the object and can easily hold all your weight including your gear. A harness you have created with the hook lets you easily travel up any surface using the rope as if it was difficult terrain. You must attach the rope to the grappling hook prior to firing it.

Grenade Launcher

With this attachment, you are able to launch grenades up to 120 ft away.

Improved Firing Pin

With your expertise in firearms you are able to create an improved firing pin. This pin reduces your misfire by 1 to no lower than 1.

Scope

While using this scope, you can replace your wisdom modifier when making perception checks with your intelligence modifier. Additionally you increase the short and long range of your firearm by 10 feet. Otherwise, it functions like a normal spyglass.

Silencer

You can attach this device to a gun to muffle and make it hard to make out where the sound came from. A creature not hit by your attack with that gun can use a reaction and succeed on perception check (DC= 8 + proficiency bonus + intelligence modifier) to notice where the shot came from, otherwise it has no idea where the shot came from.

Tripod

When prone you gain advantage on your shots but you cannot move.

Calculated Strike

Starting at 17th level, your knowledge of where to strike has turned into a total expertise. If you are prone since the start of your turn you may add your intelligence modifier to first attack roll with a firearm against an enemy this turn.

After you spend 1 minute observing a creature while being hidden and before a minute of you not observing the creature passes, if you hit your next attack against that creature, the creature is vulnerable to all of that attack’s damage.

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