Ranger
Base Class: Ranger

The ideal sniper that moves

NO-SCOPE

When you choose this archetype at 3rd level, you ignore the Sighted property of weapons you wield.

ONE SHOT, ONE KILL

Also at 3rd level, you begin to practice a style of combat that promotes precision over volume of attacks. Once per turn, before you hit a creature with a weapon attack while having advantage, you can deal additional damage to the target if you haven’t moved since the beginning of your turn. Your movement speed is reduce to 0 for your next turn. Refer to the table below for the additional damage;

Ranger Level Damage Scaling Effect unlocks
Level 3 3d6
Same damage type as weapon.
Level 4 4d6 Can equip one bullet modification.
Level 5 4d8
You can forego your extra attack to double your ONE SHOT, ONE KILL damage. 
Level 6 5d8 The target gains the Hunter's mark condition before hit. 
Level 7 6d8  Enemy creatures within a 20ft radius of a creature killed using this feature must succeed a INT saving throw or gain the Frightened condition
Level 8 6d8 Can now critically hit on a rolled 19 or 20.
level 9 6d10 Can now be used after successfully hitting a creature.
level 10 6d10  You can forego all extra attacks to triple your ONE SHOT, ONE KILL damage. Gain 1 exhaustion level.
Level 11 6d12 When making an opportunity attack, you can replace the damage type with the damage scaling.
level 12 6d12 You gain 15ft of movement.

RECON DRONE

At 3rd level, you gain a drone controller magic item linked to a recon drone. You can use your action to command this drone to fly to its maximum altitude and look out for danger, granting you advantage on initiative rolls against threats that the drone detects. Your drone remains in lookout mode, hovering high above you, until you command it to return to you. While the drone is hovering, you can use it's line of sight as yours for perceiving the area. 

You also gain proficiency with the piloting skill.

PIERCING BLAST

At 7th level, once on each of your turns when you take the Attack action, you can replace one of your attacks with a concentrated piercing blast. Choose a 10-foot-wide line extending from you to the normal range of a blaster you are wielding. Each creature in the line must make a Dexterity saving throw against a DC equal to: 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature takes the blaster’s normal damage plus 2d8 energy damage (Plus damage from any other subclass features) of the same damage type dealt by the weapon. On a successful save, it takes half as much damage.

The blast ignores half cover, and creatures do not provide cover against it.

OVERWATCH

Beginning at 11th level,

While you are wielding a ranged weapon, you can carefully control the battlefield around you. When a hostile creature you can see does any of the following while within your weapon’s normal range, you can use your reaction to make one ranged weapon attack against it:

  • Moves at least 5 feet
  • Makes an attack
  • Begins casting a spell

This attack counts as an opportunity attack, ignores half and three-quarters cover, and deals one additional weapon damage die on a hit. If the target was moving, its speed becomes 0 for the remainder of the current turn.

EJECT

Starting at level 15, When you are hit by an attack or fail a Dexterity saving throw, you can use your reaction to activate your camouflage systems. You gain the following benefits:

  • You take only half damage from the triggering attack or effect.
  • You can immediately move up to half your speed without provoking opportunity attacks.
  • You become invisible until the end of your next turn.

The invisibility ends early immediately after you make an attack, cast a spell, or use a power that affects another creature.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short rest.

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