The Deadeye

The elf leans out, her body posed in the open for just a moment, as her rifle comes to bear. In a still moment, a thunderous explosion rocks the silent air. Her target, a orc some hundred yars distant is instantly thrown back by the impact of the lead slug. She ducks back into the shadows to await the next one to exit its hole.

A human spins, surprised by the band of goblins. Reaching for weapon after weapon in their holsters, a rapid series of shots are heard, each striking a greenskin as one is left, looking around at its companions dead and the human backing up.

A dwarf breaths in, concentrates, and pulls the trigger, sending the carefully cast bullet spinning near six hundred feet to strike the demon between its curled, red horns. The spurt of ichor and bone tell of the deadliness of the shot as the dwarf reloads, already selecting their next target.

Precision Rifle

Starting at 3rd level when you select this Archetype, you come into possession of a finely crafted weapon. Your Rifle is a weapon that uses explosive powder sealed in a chamber to send a soft lead slug through a tight barrel, spinning it for accuracy. It requires training and skill to use for it is like no other ranged weapon you know of.

You gain proficency with the Rifle. Only a character with this class feature can gain proficency with its use.

The Rifle is a ranged weapon that deals 1d12 piercing damage, with the Ammunition (200/800), Loading, Two-handed tags.

The Rifle fires lead slugs with explosive powder. The lead slugs can be made with Tinkers tools, a mold and a fire. It takes 1lb of lead to make 20 slugs. The explosive powder can be make with Alchemists supplies, and takes 2lbs of powder to fire 20 slugs.

A non proficent wielder takes 5 minutes to reload this weapon.

Lead 1lb 5sp Powder Ingredients 2lbs 5gp

If you lose your rifle, or it is destroyed, you can make another one for 100gp in supplies of metal and wood, and 10 weeks fulltime machining work. While you can describe the general form to another creature, only you know exactly what is needed to achieve the precision you require.

Pure Ballistics

At 3rd level, when you gain your Rifle, you also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you attack using your Rifle, no other creatures are within 5 feet of you, you do not have disadvantage on the attack roll, and your target does not have benefit from cover. All the other rules for Sneak Attack still apply to you.

When you select this archetype at 3rd level, you gain proficiency in Alchemists supplies and Tinker's tools. These are the tools with which you make the explosive powder and the cased charges for your rifle.

Tactical Relocation

At 9th level, you have learned how to get away from your opponents with speed, even covering your own retreat. As a reaction when an opponent moves to within 5 feet of you, you may move up to half your speed, then make a ranged weapon attack with disadvantage at the triggering opponent.

Fused Shells

Starting from 9th level, you have been able to produce lead slugs filled with explosive powder, causing them to explode shortly after hitting a target. Your Rifle now deals Piercing or Thunder damage, chosen each time it is reloaded.

Crippling Impact

From 13th level, you have gained the skill required to hamper and cripple opponents at the expense of maximum damage. When you make a Sneak Attack with your Rifle, you can forego the extra damage and instead inflict one of the following conditions.

The target must succeed on a Consitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or have the appropriate condition inflicted. The target can repeat the saving throw at the end of each of their turns.

Blinded The Target is blinded Deafened The Target is deafened Disarmed / Dishanded The Target cannot hold anything in a hand of your choice, nor use it for somantic spell components Lamed The Target's Speed is halved Shaken The Target has disadvantage on Concentration Checks.

Between the Eyes

At 17th level, your placement of shots is so uneeringly precise that their leathality surpasses all other weapons. When you Sneak Attack with your Rifle and have advantage on the attack roll, the Target must succeed on a Dexterity Save (DC 8 + your Dexterity modifier + your proficiency bonus) or suffer the maximum possible damage roll on your weapon die and sneak attack dice. Once you have used this feature on a creature, you cannot use it on the same creature for 24 hours.