Base Class: Rogue
Firearms have, since their initial creation, been used mainly by inventors as means of self defense, or gunslingers who mastered the art of firearm based fighting. But some have been able to use these weapons alongside contraptions and stealth to reach a vantage point, scout out a target, and with take them out with one clean shot.
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.
Original Subclass created by Omega#9999
Ballistic Savant
Starting when you choose this archetype at 3rd level, you gain proficiency with pistols, muskets (both called firearms elsewhere in this subclass), and tinkers tools. Additionally, you also ignore the disadvantage given by being prone or attacking at long range with a firearm.
Sniper's Mark
Also starting at 3rd level, as a bonus action you can mark a creature you can see. The mark lasts for 1 minute, until the creature dies, or you are incapacitated. While a creature is marked you gain the following benefits:
- You do not need advantage on your Attack Roll to use your Sneak Attack against the marked creature.
- Your attack rolls with firearms on your turn against the marked creature can score a Critical Hit on a roll of 19 or 20 on the d20.
You can only have one creature marked at a time. Marking another creature ends the mark on the previous creature.
Cunning Gadgeteer
Beginning at 9th level your craft allows you to create various gadgets to help you. Using 1 hour and 300 gold you can craft one of the following items. The gadgets last until you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can make an additional gadget at levels 13 and 17. When you create a gadget, choose one of the following options:
Deployable Cover
This foldable wall can be quickly deployed in a space within 5 ft. using a bonus action. The wall occupies a 5ft. square space. While behind the wall you are lightly obscured and it does not obstruct your ability to make attacks from behind it. Additionally, you have Half Cover from effects on the other side of the wall. Taking the wall down is a bonus action.
Grappling Hook
You create a special gun that fires a grappling hook. Using a bonus action you can fire the hook up to 30 feet in any direction, when the hook hits an object it fastens itself to the object and quickly reels in the line. If the object is heavy or secure enough to support your weight, you are rapidly pulled towards where the hook is fastened. This movement does trigger Opportunity Attacks, but can be used to escape a nonmagical grapple. You have advantage on the D20 roll to escape the grapple.
Scope
While using this scope, you can replace your wisdom modifier when making Perception checks with your intelligence modifier. Additionally you can attack beyond your long range increment, up to 400 feet. It also functions like a spyglass.
Silencer
You can attach this device to a gun to muffle and make it hard to hear where the sound came from. When you make an attack with this gun, creatures may make a Perception check (DC= 8 + proficiency bonus + intelligence modifier) to notice where the shot came from, otherwise it has no idea and you remain Hidden from that creature. Creatures automatically succeed on the check if they are within your short range increment, and creatures beyond your long range increment automatically fail.
Cold-Blooded Strategy
At 13th level you have created a camouflage for yourself that lets you attack and hide, lurking in the shadows and striking fear into your enemies.
Expert's Mark. The same turn you use Sniper's Mark on a creature, if you have Advantage on the first Attack Roll you make against that creature, you can reroll one of the dice once. Additionally, whenever you use Steady Aim, you can reroll one of the dice once on the Attack Roll with a firearm against the marked creature. You cannot benefit from this feature if you already benefit from an ability that lets you reroll Advantage dice (such as Elven Accuracy).
Warning Shot (Cost: 2d6). The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. At the end of each of its turns, the Frightened target repeats the save, ending the effect on itself on a success. If this attack kills the target, other creatures of your choice within 20 ft. of the target makes the save instead. 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.
Calculated Strike
Starting at 17th level, your knowledge of where to strike has turned into total expertise.
Deadeye's Mark. While you have a creature marked with your Sniper's Mark feature, your attack rolls with firearms on your turn against the marked creature can score a Critical Hit on a roll of 18-20 on the d20.
Headshot. When you score a Critical Hit against your marked target, if you roll a 6 on a d6 for the Sneak Attack you can roll another d6, and add it to the damage. The maximum number of these d6s you can add to the damage equals your Intelligence modifier (minimum of 1).
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