Roguish Archetype: Marksman

While most rogues will go out of their way to use quieter means of snuffing out their foes, marksmen tend to use louder weapons through the use of gunpowder, a technology stolen in classic rogue fashion by gunslingers.

Gunsmith

Upon choosing thie archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely experimental and intracate firearms are only available through crafting.

Firearm Properties

Additionally, you gain proficiency with firearms.

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Loud.*

When you make an attack roll with this weapon, creatures up to 500 feet can hear the shot (This is added to all firearms).

Reload.

The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire.

Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive.

Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Surpressed.*

When you make an attack roll with this weapon, creatures up to 50 feet can hear the shot (This requires crafting or buying a suppressor and using an action to attach or remove it from your firearm).

The properties are added to the Gunslinger class by Matt Mercer and this subclass.*

For a non-firearm based subclass, simply remove the Gunsmith feature, and replace it with proficiency in Perception.

Sniper

Also at 3rd level, you gain a new way to use your sneak attack.

As long as you are more than 30 feet away from a creature and you don’t have disadvantage on the attack roll, you don’t need advantage on an attack roll to use your Sneak Attack against them with a ranged weapon attack.

Move Positions

At 9th level you learn to maneuver to get out of reach of your enemies and into a more advantageous position.

When you use your Cunning Action to use the Disengage or Dash actions, you gain a climbing speed equal to your walking speed.

Also, when you end your movement after using your Cunning Action to Disengage or Dash, you can immediately take the Hide action.

Covering Fire

At 13th level it only takes 5 feet of movement to stand up from prone and you don’t have disadvantage on ranged attack rolls due to being prone.

Additionally, when a hostile creature willingly ends it’s movement within 5 feet of an allied creature you can see and is within range of your ranged weapon, you can make an attack of opportunity against that creature with a ranged weapon.

You cannot use your Sneak Attack with this feature.

Headshot

At 17th level you can use a bonus action to aim in on your target. Choose a creature that you can see within range of your ranged weapon, the next time you make an attack against that creature on this turn and it hits, that attack becomes a critical hit.

You regain use of this ability on a long rest.

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