Rogue
Base Class: Rogue

Some rogues stalk the streets as common pickpockets, grizzled detectives, or hired killers. Others are brash, cocky swordsmen who rely on strategy or intuition. And others still study to utilize magic, psionics, or even the souls of the dead to assist their endeavors. However, there are some who have found a strategy that surpasses all others in its simplicity: a bullet to the brain from 1200 feet. Clean, efficient, and difficult to trace. Snipers might be mercenary’s watching over a convoy from distant shadows, soldiers picking off enemy forces one by one, or even pirates, killing an enemy ship captain from the crow’s nest. No matter their lot in life, all snipers have one thing in common: killing at a distance with incredible precision. 

Level 3: Weapon Modifications

At the end of a short or long rest, you may modify a ranged weapon in the following ways:

Scope. You have Advantage on perception checks that rely on sight. This does not effect your passive perception.

Weapon Stabilizers.  You no longer suffer [Tooltip Not Found] on attack rolls with your chosen weapon due to the prone condition.

Level 3: Sniper’s Efficiency

You gain the following options for your sneak attack dice when making ranged attacks (no action required).

ACCURACY: You may pay any number of sneak attack dice to add them to your attack roll instead of your damage roll. This may only be used on an attack that would benefit from sneak attack upon a hit, and you may use this after you see the attack roll, but before you know if it was successful.

SILENCER: (1d6) Your attack does not reveal your location to enemies, regardless of success or failure. Enemies may still be alerted to your prescence on a hit, however, either by being hit by your attack or witnessing an ally being hit by your attack.

You may use both of these options at once on any attack that would benefit from sneak attack.

Level 9: Nocturnal Killer

You’ve become adept at utilizing the shadows to your advantage, spotting your targets long before they even have the chance to spot you.

Nocturnal Adaptation. You no longer receive Disadvantage on perception checks due to dim light.

Nocturnal Hunter. If you already have darkvision, the range that you see as dim light extends to the standard range of your modified weapon. This extends out to your weapon’s long range when you reach level 17 in this class.

Level 13: Sniper’s Nest

You have learned to set up a small area for yourself and your allies, perfect for remaining hidden and ambushing ambushing enemies. After an hour of work, you may set up a 10 ft cube with the following properties:

-Creatures within the cube have Advantage on stealth checks

-Creatures within the area of the nest receive three quarters cover

- Ranged attacks from inside of the cube deal critical damage on a 19-20, and have double their range.

-Creatures within the cube may rest comfortably, and may remain hidden while unconcious or incapacitated.

Your sniper’s nest must remain stationary, unless set up in a vehicle with the space to accommodate it (such as a ship’s crow’s nest or in a particularly spacious horse-drawn carriage).

Level 17: Deadly Shot

You are the pinnacle of marksmen, unmatched. When you successfully attack an unaware target with your modified weapon, or at any point from your snipers nest, you deal twice as much damage with the attack (by multiplying the final result by 2). If this would drop a creature to 0 hit points, the creature immediately dies, as the bullet tears through necessary parts of the creature’s body.

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