Rogue
Base Class: Rogue

Created by tygertygr, link in comments

Not all rogues specialize in sneaking or in delivering a knife to the back. Some work by hiding and taking a shot in the dark. Snipers use ranged weapons - including firearms - to great effect, especially when they can do so from ambush.

Bonus Proficiencies

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

Long Shot

At 3rd level you no longer have disadvantage on ranged weapon attacks using crossbows or rifles when attacking at the weapon's long range. You also add your Wisdom Modifier (minimim 1) to attack and damage rolls with rifles and crossbows.

One Shot, One Kill

At 9th level you shoot with deadly accuracy. Make an opposed Dexterity (Stealth) check versus the target's Wisdom (Perception) check if you are hidden from the target when you hit with a crossbow or rifle attack. If you win, the hit becomes a critical hit. You have advantage on the check if you have half cover or better.

Deer Blind

At 13th level, you can prepare a position from which to fire. To use this ability, you must have no enemies present or they must be unaware of you. Preparation takes a full round during which you can take no other actions. While you remain in this prepared position you have total cover and, if you are hidden when you take the Attack action, you may make an opposed Dexterity (Stealth) check versus the highest Wisdom (Perception) check among the enemies present. If you win, you remain hidden after making the attack. You regain use of this ability after finishing a long rest.

Bullet with Your Name on It

At 17th level, you can prepare special ammunition to deal with a specific type of target. Choose a creature type from the ranger's Favored Enemy or Greater Favored Enemy list. If you hit a target of that type with a crossbow or rifle attack, you may re-roll any damage die (including Sneak Attack dice) that comes up a 1 and take the higher result. You regain this ability after you finish a long rest.

Ammunition made using this ability is considered magical or silvered for the purpose of overcoming resistance. The ammunition retains its special qualities for up to a day before reverting to normal. Preparation can occur during a short or long rest. You make a number of special rounds equal to you proficiency modifier.

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