Rogue
Base Class: Rogue

Snipers are assassins dedicated to ranged combat. They have trained their marksmanship up to lethal levels, and they prefer to take out targets from a distance whenever possible.

Keen Eye

You have trained yourself to be able to identify weaknesses in your target, both emotional and physical. You gain proficiency in Insight and Investigation. If you already have proficiency in those skills or would later become proficient in them a second time, you gain expertise instead.

Maintain Distance

At 3rd level, you learn how to maintain the distance you need for a solid shot. If a hostile creature ends its turn within 5 feet of you, you may spend a reaction to move half your speed. This movement does not provoke any actions of opportunity. On your next turn, your movement speed is halved.

Vital Strike

At 9th level, your knowledge of vital points allows you to do more damage out of a precise shot. As a Bonus Action, you take careful aim at a target and get Advantage on your attack roll against them. Before you make an attack roll for a Sneak Attack, you may declare you are making a Vital Strike instead. On a hit, you roll an extra 2d6 damage dice. This increases to 3d6 at 13th level, and 4d6 at 17th level. This ability can be used a number of times equal to your Dexterity modifier, then you must complete a long rest before using it again.

Sniper's Camouflage

At 13th level, your grasp of concealment and stillness has reached unparalleled heights. When you make a ranged weapon attack while hidden, you have advantage on any ability check to remain hidden.

Final Gambit

At 17th level, your shots are so precise and deadly that you can put everything you have into shots powerful enough to pierce just about any hide. Before you make a ranged attack damage roll, you can roll 10d6 extra damage dice. You can use this feature a number of times up to half of your dexterity modifier (rounded down). This feature recharges after a long rest.

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