Rogue
Base Class: Rogue

Killing with swords and bows is so uncivilized. Let's just blow their brains out instead.

Gaining the Gun

When you choose this archetype at 3rd level, you've learned the ins and outs of the weapon and are highly capable of using it. You gain proficiency in your sniper rifle.

Just because you know how to use this weapon doesn't mean you've perfected it or can't improve the weapon itself. While it deals 1d8 piercing damage, you lose your bonus action to chamber a new round into the gun (cannot be ignored with crossbow expert feat). You have disadvantage on attacks to all targets 10ft or closer to you when using this weapon and have an effective range up to 60ft. 

I need ammo!

At 3rd level, gain proficiency with Tinker's tools if you haven't already. 

You can use tinker's tools to create a larger quantity of bullets for less of the price. 

Without tinker's tools, it takes 1gp to create 1 bullet.

With tinker's tools, it takes 1gp to create 2 bullets.

Weapon Upgrades

At 3rd level, you can choose one upgrade to apply to your sniper rifle.

While studying your sniper rifles, you realize you might be able to fix some of the flaws of the weapon but are still somewhat restricted by your knowledge. You gain another upgrade at 9th, and 13th level. At 17th level, you can change out any upgrade with another during a long rest.

Sniper Scope

 By attaching a magnified scope to your weapon, you lose any disadvantage caused by distances farther than 60ft.

Side Scope

 By attaching a close-range scope on the side of your weapon, you lose any disadvantage caused by distances closer than 10ft.

Oiled Bolt

 Because you've oiled up the bolt, it now has an easier time chambering a new round and no longer requires a bonus action to load a new round.

Stronger Bullets 

Realizing that the current bullets are somewhat primitive, you take some time to change the material leading to a 1d10 for damage instead and are now capable of shooting through weak objects such as wooden walls or planks. However, doing so causes the bullet to only deal 1d8 again.

Potion Launcher

By attaching an air compression launcher to the bottom of your barrel, you can load any type of potion and shoot it up to a range of 35ft. (This can be used as a bonus action)

Double Barrel

At 9th level, you can attach a rotating secondary barrel to your sniper rifle

This rotating barrel allows you to use this weapon twice in one action.

Elemental Bullets

At 13th level, you are now capable of lacing your bullets with a specific element.

Choose one of the following elements to infuse with your bullets. All damage with bullets also deal the chosen elemental damage.

Thunder

Your bullets now also do thunder damage.

 
Lightning

Your bullets now also do Lightning damage.

Fire

Your bullets now also do Fire Damage.

Cold

Your bullets now also do cold damage.

Acid

your bullets now also do acid damage.

Weapons master

At 17th level, you no longer need to buy or create bullets. 

You can also infuse a second element along with your original chosen element into your bullet (Bullet damage + Element 1 damage + Element 2 damage).

The Third Barrel

You can now attach a third rotating barrel, allowing you to attack three times with your weapon.

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