Base Class: Rogue
Ghost-Eyes are the ultimate marksmen. While other Rogues are busy dancing with daggers, you are calculating windage and elevation. To a Ghost-Eye, a spell isn't a primary weapon—it’s a contingency plan.
Extended Reach
You have mastered the art of the long-distance takedown. You gain the following benefits:
Extended Reach: The short range of your ranged weapons increases by 30 feet.
Steady Aim: If you haven’t moved this turn, you can use a Bonus Action to take the Aim action. Your next attack roll this turn has advantage, and your movement speed becomes 0 until the end of your turn.
Sniper’s Sneak Attack: You can trigger your Sneak Attack at any range, provided you have advantage or an ally is within 5 feet of the target.
Spells contingency
You have learned just enough magic to survive when your ammunition fails. You gain a small pool of Arcane Charges equal to your Proficiency Bonus. You regain all charges on a Long Rest.
Mana Bolt: If you are out of ammunition or choose not to use it, you can expend 1 Arcane Charge to fire a bolt of pure force from your weapon (or hand). This counts as a ranged weapon attack that deals force damage equal to your weapon's damage die + your Sneak Attack.
Emergency Phase: As a reaction when you take damage, you can expend 1 Arcane Charge to become heavily obscured by a puff of silvery mist and move up to 10 feet without provoking opportunity attacks.
Phantom Position
You are a master of "shoot and scoot." When you are hidden from a creature and miss with a ranged weapon attack, making the attack doesn't reveal your position. Additionally, after you deal Sneak Attack damage, you can use the Hide action as a part of the same action
Piercing Vision
Your eyes are magically tuned to find targets. You gain 60 feet of Darkvision (or add 60 feet if you already have it). You can also see through magical darkness and see invisible creatures within 30 feet of you
Apex Predator
Your first hit in combat is almost always fatal. During the first round of combat, any hit you land against a creature that hasn't taken a turn yet is automatically a Critical Hit. Furthermore, if you kill a creature with a Sneak Attack, you immediately regain 1 Arcane Charge
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