Rogue
Base Class: Rogue

Snipers excel at long-range combat, and stationary covert ops. Deadly accurate, and specialized in offensive capabilities, Snipers are a foe one should approach an encounter with under extreme caution.

Bonus Proficiencies

When you select this Archetype at 3rd level you gain proficiency with tinkerer's tools, heavy crossbows, and rifles. You also learn how to make gunpowder, and you can use tinkerer's tools to make or maintain firearms and ammunition.

Long Shot

At 3rd level you no longer have disadvantage on ranged weapon attacks using Sniper weapons - Rifles, Heavy Crossbows, and Longbows - when attacking at the weapon's long range. You also add your Wisdom modifier (Minimum 1) to damage rolls with Sniper weapons.

One Shot, One Kill

At 9th level you shoot with deadly accuracy. If you are hidden from the target when you attack with a Sniper weapon, you increase the Weapon Damage Die one step (d6 to d8, d8 to d10, d10 to d12). This also applies to dice from Critical Hits, and the Sneak Attack feature, but not to dice from any other source.

A Shot From The Dark

At 13th level you are particularly adept at firing from a prepared position. If you have not moved since the end of your last turn, have at least half cover, and are hidden from your target when you attack with a Sniper weapon, you may make an opposed Dexterity (Stealth) check against the target's Wisdom (Perception). If you win the contest, you remain hidden after making the attack. You may use this feature a number of times equal to your Wisdom modifier (Minimum 1). You regain all uses after a long rest.

Bullet With Your Name On It

At 17th level you can prepare a special batch of ammunition to deal with a specific type of target. Choose a creature from the Ranger's Favored Enemy or Greater Favored Enemy list. If you hit a target of that type with a Sniper weapon attack, you may re-roll any damage die on that attack (From any source) that comes up as a 1, and take the higher result.The shot ignores resistances/immunities of the target.

You may create one batch during long rest, modifying an amount of ammunition equal to your proficiency bonus. Each time you use this feature, you may select any enemy type from the available list. All ammunition in a batch must be for the same enemy type. A batch remains effective for three days, at which point it reverts back to normal ammunition.

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