Base Class: Rogue
The Aegis have mastered the art of ranged combat, not for assassinations, but for battlefield control. They use their keen senses and deadly accuracy to support their allies from afar, raining down shots upon any foe that dares to threaten the front lines. They are the unseen guardians of a party, always watching, always ready to intervene. If an ability requires a creature to make a saving throw the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Level 3: Vigilant
Your senses are as sharp as your aim, making you a peerless guardian. You gain proficiency in Firearms and the Perception skill. Additionally, you cannot be surprised while you are not incapacitated.
Level 3: Overwatch Protocol
Your vigilance protects your allies from harm. When a creature you can see moves within 5 feet of an allied creature, you can take a Reaction to make an attack with a weapon that has either the Ammunition or Thrown property against that creature. If the attack hits, the creature has disadvantage on the first attack roll it makes before the end of its next turn.
Level 9: Containment Protocol
As an Action, you can fire a volley to pin your enemies down. While wielding a weapon with the Ammunition property choose a point you can see within the weapon's normal range. Each creature within a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes damage equal to your Sneak Attack and has its speed halved until the end of its next turn. On a successful save, a creature takes half as much damage and its speed is not affected. You can't use this feature if you have either the Grappled, Prone or Restrained condition.
You can use your Cunning Strike ability on any creature that fails its Dexterity saving throw, but not one that passes. You must forgo one roll of your Sneak Attack damage for each creature you select.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 9: Tactical Retreat
If you hit a creature and roll damage using your Overwatch Protocol feature, another creature of your choice within 5 feet of the creature you hit can use its reaction to move up to its speed without provoking opportunity attacks.
Level 13: Pandora Protocol
Sometimes the rules of war are an inconvenience that need to be bent or broken to ensure victory. You have learned to craft special ammunition that can enhance your efficiency as a battlefield controller. When a creature fails its Dexterity saving throw against your Containment Protocol ability you can add one of the following effects:
- Blinding Edict - The creature has the Blinded condition until the end of its next turn as the ignition of the ammunition flashes before their eyes.
- Ghostfire - The creature takes an additional 3d6 fire damage and starts Burning as ghostly white flame sticks to its body.
- Embedded Fragments - The creatures speed becomes 0 until the end of its next turn as it is peppered by explosive shrapnel.
You must declare you are using the Definitely Not White Phosphorus before the DM rolls the saving throws of the creatures you target and must use the same effect for each target.
Level 13: Mage Breaker
The mere rumour of your presence on the battlefield sends shivers down the spines of those who would use magic against your friends. When a creature you can see within your weapon's normal range begins to cast a spell with a casting time of an Action or Bonus Action, you can use your Reaction to make a ranged weapon attack against it. If the attack hits, you can choose one of the following effects:
- Arcane Fumble - The creature must succeed on a Constitution saving throw. On a failed save the spell is cast with disadvantage if it requires a spell attack roll, or the target(s) of the spell have advantage on their saving throw if one is required. If the spell requires both an attack roll and a saving throw, you decide which effect takes place.
- Echoing Shot - You perfectly time your shot to interfere with the spell's components. If the spell has a Somatic component the creature must succeed on a Dexterity saving throw. On a failed save, the spell's effect is redirected to a random creature within 10 feet of its intended target.
- Rebounding Strike: The creature must succeed on a Intelligence saving throw. On a failed save, the spell is delayed. Its casting is completed, but its effect does not happen on the turn it was cast. The spell doesn't take effect until the creature's next turn, and the creature must use its Action on that turn to complete the spell. If it can't, the spell is wasted.
Level 17: Perfect Vigilance
Your ability to protect your allies is second to none. When an ally within your weapon's normal range is hit by an attack roll, you can use your Reaction to make a ranged weapon attack against the creature that hit them. If your attack hits, the enemy's attack against your ally deals no damage. You can use this feature twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.