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## Roguish Archetype Rogues have the following archetype option, in addition to those in the Player's Handbook. ### Sniper You have spent your time in the shadows away from the fray of combat long enough to learn how best to take advantage of ranged combat. ##### Sniper Features | Rogue Level | Feature | |:---:|:-----------:| | 3rd | True Strike, Trick of the Trade | | 9th | Eyes of the Eagle| | 13th | Hindering Strike | | 17th |Deadly Strike | #### True Strike Starting at 3rd level, as a bonus action, you can choose to take aim for the less vital parts. When you make an attack you may chose to add one of your Sneak Attack dice to your attack roll. If you hit, the rolled Sneak Attack dice is not rolled again for the damage calculation. You may only make use of this feature when you would normally be able to make use of your Sneak Attack feature. #### Trick of the Trade There are a few things you had to learn to become a sniper. With an unerring practice in all things ranged, you gain proficiency in all ranged weapons and the minimum range of any ranged weapon you use becomes 60', this does not apply to thrown weapons. In addition, any stealth check made to hide from enemies further away from you than 30 feet is made with advantage. Any attacks made farther than 30' away can apply your sneak attack dice to damage (all other rules apply for sneak attacks.) #### Eyes of the Eagle Beginning at 9th level, your eyes can see the slightest movements. You have advantage on perception checks while not moving. #### Hindering Strike Beginning at 13th level, your attacks hinder creatures from approaching you or your allies. Your attacks hit body parts that make it harder for the creature to move around. When you use the True Strike feature, the creature hit has its speed reduced by half until the start of your next round. #### Deadly Strike Starting at 17th level, you have learned how to incapacitate your foe before it is even aware you exist. If you are hidden on your first round of combat, any creature you hit with a ranged weapon that has not taken damage yet makes a Con save DC equals 8 plus proficiency plus Dex, on a failed save the damage dice are tripled, a successful save does no extra damage.