Rogue
Base Class: Rogue

An expert at long range combat, whether self taught or professionally trained you are a force to be reckoned with at range. You excel at taking down enemies from afar and dealing massive damage from range. 

Sniper Training

Starting when you gain this archetype at 3rd level you gain the ability to ignore the disadvantage applied to long range ranged attacks as well as gaining proficiency in both cartographers tools and the disguise kit. 

Snipers Equipment

Starting at 3rd level you learn to either enhance an existing ranged weapon or craft a new weapon to assist in your long range combat capabilities. 

Enhance Ranged Weapon

Enhanced weapons have a new range of 200/600 and deal 1d12 magical piercing damage. The enhanced weapon locks one of your attunement slots while equipped, to anyone else attempting to use this weapon it functions as a normal weapon of its type. 

Experimental Magi-Rifle

A highly experimental arcane rifle designed to deal high damage at long ranges. The Experimental Magi-Rifle (EMR) has a maximum range of 600 meters and deals 2d8 force damage, as a highly experimental weapon it does however suffer from some defects. The EMR has a minimum arming range of 30ft., targets shot within 30ft. of the shooter only take half damage. Additionally the EMR is prone to overheating, every 3 shots the shooter needs to spend a bonus action to cool the EMR for it to be usable on the next shot. (Note: you can use the cool down bonus action whenever you please to reset the heating progress of the EMR.)

Overwatch

Set up in an advantageous position and cover your team with sniper fire. When you go into overwatch your movement speed is set to 0 and you gain advantage on rolls to avoid being moved. While overwatched, at the end of your turn, you establish a 100ft. 45 degree cone. You get to make an attack of opportunity on enemies who move more then 5ft. while in the boundaries of the cone, this attack is made with advantage. You can exit overwatch for free on your turn but your movement speed stays zero until the start of your next turn. 

Sniper Specialization

You pick a path to further your sniping capabilities, either choosing to further your killing potential, your ability to suppress your enemies, or giving yourself some more utility. This additional refinement comes in the form of being able to spend a new resource, Focus Points, to enable various abilities granted by your path. These focus points (FP) reset on a long rest and you gain more as your level increases. 

Sniper Assassin

You have refined your path on the way to being a one-hit kill assassin. You gain 3 abilities to spend Focus Points (FP) on. 

Lock-on: You lock onto a target at the cost of 1 FP granting you advantage on the next attack you make against that target. 

Precision Shot: You fully evaluate a target at the cost of 2 FP, you know exactly how to shoot the target and guarantee your hit. 

Vital Shot: You shoot your targets vitals point at the cost of 4 FP, the next shot you hit deals a critical hit. 

Snipers Suppression

Your presence on the battle field makes enemies more wary of moving as they please in fear of getting shot. You gain 3 bonus actions to spend Focus Points (FP) on. 

Covering Fire: You provide covering fire to an ally as they move at the cost of 1 FP,  enemies who try to opportunity attack this ally have disadvantage, if the attack hits anyway then you can make an attack of opportunity on that enemy at the cost of your reaction and another 1 FP. 

Suppressive Fire: You provide suppressive fire against all enemies in a 50ft. 90 degree cone at the cost of 2 FP, enemies in that cone receive disadvantage on attack rolls until the start of your next turn. 

Crippling Presence: Your mere presence on the battlefield cripples your enemies morale, at the cost of 4 FP you keep track of every enemy within a 200ft. sphere around you, keeping them suppressed and halving their movement speed and removing their reaction for the next minute. 

Snipers Utility Training

You learn to further your abilities in the fields of stealth, reconnaissance, and sabotage. You gain 3 bonus actions to spend Focus Points (FP) on. 

Stealth Specialist: You make yourself blend into the background, lowering your body temperature, heart rate, and breathing to extremely low levels at the cost of 1 FP. This grants you advantage on stealth checks and should you choose to play dead, creatures need to make a DC 16 medicine check to ascertain whether you are alive or not. This lasts for a minute.

Spotters Training: You focus your senses at the cost of 2 FP, you have advantage on all perception checks for the next minute, within this minute you can mark a target at the cost of another 1 FP, attacks (from any source) made against this target have advantage until the start of your next turn. 

Adept Saboteur: Your an expert at sabotage, at the cost of 4 FP you can fire a shot to sabotage an attack, mechanism, machine, spell, or item. Each sabotageable action or thing will react differently as explained further in the skill description.    

Snipers Specialized Equipment

You've learned to further enhance your weapon to take full advantage of your immense precision with your chosen weapon. 

Specialty Enhancement for a EMR

You learn to further enhance your EMR allowing it to swap between several damage types and the amount of shots before overheating is increased to 5. 

Your gain the ability to change your damage type to: Fire, Cold, Lightning, and Necrotic. 

Specialty Enhancements for a E.R.W

You further enhance your E.R.W allowing it to do more. It now has a +5 to hit and deals half damage in a 10ft. line behind the initially hit target. 

Previous Versions

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