Base Class: Rogue
The one truth that all rogues know is that there is no easier target than one who isn't aware of your presence - and what easier way to avoid detection than by being half a mile away? Deadeye rogues embody this mentality, preferring to stay as far away from their unfortunate victims as possible.
Experienced Gunsmith
When you choose this archetype at 3rd level, you gain proficiency with firearms and Tinker's Tools.
Deadeye Rifle
At 3rd level, you craft a firearm called a Deadeye rifle. This rifle has the heavy, loud, ranged (200/800ft), reload 1 and two-handed properties. It deals 2d6 piercing damage on a hit. You also have multiple attachments that you can add to your Deadeye rifle. Your rifle has three installation points: barrel, bottom, top. An attachment can only be attached to its corresponding installation point. When you finish a long rest, you can switch out the attachments on your Deadeye rifle. You can choose one attachment for each installation point, as long as you meet the level requirements for the attachments. At 3rd level, you can also install one general attachment, which does not require an installation point. When you reach 10th level, you can install two general attachments. When you reach 17th level, you can install three.
Loud. Whenever you make an attack with a loud weapon, creatures within 120 feet of you have advantage on their Wisdom (Perception) checks to pinpoint where the shot came from until the end of your next turn.
Reload. This weapon can be fired a number of times before it must be reloaded, marked in the property. Ranged weapons with the reload property take an action to reload its ammunition. If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn.
Bayonet
Bottom Attachment, 3rd level. While attached, whenever you make a melee attack with your Deadeye rifle, you can treat the Deadeye rifle as a Dagger for the purpose of damage and using Sneak Attack.
Charged Shot
General Attachment, 3rd level. While attached, once per round when you hit a creature with this weapon, you can choose to reroll one of the weapon’s damage dice and use either total. If you have at least one of these attached, you can have multiple instances of this attachment at once. For each instance of this attachment, you can reroll one more of the weapon’s damage dice.
Divining Sight
Top Attachment, 9th level. While attached, you do not suffer disadvantage on your ranged attack rolls against invisible creatures.
Extended Magazine
General Attachment, 3rd level. While attached, your Deadeye rifle’s reload property increases by 1. You can have multiple instances of this attachment at once.
Focus Shot
General Attachment, 3rd level. While attached, you gain a +1 bonus to ranged attack rolls with your Deadeye rifle. You can have multiple instances of this attachment at once.
Foldable Bipod
Bottom Attachment, 13th level. While attached and you are in your sniping position, your ranged attacks with your Deadeye rifle have advantage on attack rolls against targets that are outside of your normal range.
Homing Shot
Top Attachment, 9th level. While attached, whenever you miss an attack with this weapon on your turn, you can use your reaction to roll the attack again. You cannot benefit from advantage on the attack roll if you do so.
Net Launcher
Bottom Attachment, 3rd level. While attached and a net is loaded in the launcher, you can fire a net as an action. When you do so, make a ranged attack roll with a net, and treat its range as 20/60. The AC of the net and DC of the Strength check to free a creature from the net are both equal to 8 + your Intelligence modifier + your proficiency bonus. You can reload a net into your net launcher as a bonus action.
Powerful Shot
Barrel Attachment, 13th level. While attached, your Deadeye rifle deals 3d6 damage, instead of 2d6, on a hit. The distance at which your Deadeye rifle's loud property gives advantage to Wisdom (Perception) checks is doubled.
Precision Scope
Top Attachment, 13th level. While attached, whenever you enter your sniping position, your ranged attacks with your Deadeye rifle score a critical hit on a natural roll of 19 or 20. In addition, while looking through this scope, you have advantage on Wisdom (Perception) checks that rely on sight, and in conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Rifled Barrel
Barrel Attachment, 9th level. While attached, your Deadeye rifle’s range increases to 250/1000ft, and you gain a +1 bonus to attack rolls with it.
Suppressor
Barrel Attachment, 3rd level. While attached, the distance at which your Deadeye rifle’s loud property gives advantage to Wisdom (Perception) checks is halved.
Sniping Position
Also at 3rd level, you can bunker down and rest your Deadeye rifle on the ground to improve your accuracy. As a bonus action, you can fall prone and enter a sniping position. While in this position, you have advantage on Dexterity (Stealth) checks made to hide, and you don’t have disadvantage on ranged attack rolls from being prone as long as the target is further than 30 feet from you. In addition, while in your sniping position, you don’t need advantage on the attack roll to use your Sneak Attack if no other creatures are within 5 feet of you or 5 feet of the target and you don’t have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.
Quick and Cunning
Starting at 9th level, you can use the bonus action granted by your Cunning Action to reload your Deadeye rifle.
Deadeye's Reflexes
Starting at 13th level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Additionally, whenever you make an attack as part of a readied action with your Deadeye rifle, you have advantage on the attack roll.
Deadshot
Starting at 17th level, whenever you have advantage on an attack roll with your Deadeye rifle and score a critical hit, you deal additional damage to the target equal to half your Sneak Attack, even if you have already used it this turn. This damage is added after calculating all other damage.
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