Roguish Archetype: Trick Shooter
While all rogues can use ranged and thrown weapons with some level of proficiency, Trick Shooters are famous (or infamous) for their inhuman aim. Tbd more description
Trick Shooters are rarely without work and easily find jobs as assassins, bounty hunters, hired guns, and watchful guardians. A few gain notoriety among the commonfolk as folk heroes or skilled performers instead.
Trick Shooter Features
| Level | Features |
|---|---|
| 3rd | Sniper, Trick Shot |
| 9th | Divine Precision |
| 13th | Flying Guillotine |
| 17th | Ricochet |
Sniper
3rd level Trick Shooter feature
Due to your expert familiarity with ranged weapons, being prone no longer imposes disadvantage on your ranged weapon attacks.
Trick Shot
3rd level Trick Shooter feature
Your unerring aim allows you to impose all sorts of debilitating effects from a distance. When you hit a creature with a ranged attack, you can apply one of your Trick Shot options to the attack (listed below). The ranged attack must've been made with either a thrown weapon or with one that uses ammunition. The save DC for these effects is 8 + your proficiency bonus + your Dexterity modifier.
You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest. You can also apply a Trick Shot option when you score a critical hit without expending a use of the feature.
Pinning Shot. You can only use this effect on a creature that is Large or smaller. The target must succeed on a Strength saving throw or fly up to 10 feet away from you. If this causes the target to strike an immovable object (such as a tree or a structure), the projectile pins the creature, reducing its speed to 0 until the end of its turn.
Disarming Shot. The target must succeed on a Dexterity saving throw or drop one object it's holding or loosely wearing. You choose whether the item drops to the target's feet or is launched away from it, flying up to 30 feet. Alternatively, you cause the target to release one creature it's holding.
Blinding Shot. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn. A creature that does not rely on eyes to see instead suffers disadvantage on the next attack it makes before the end of its turn.
Firearms Proficiency
In the few corners of the D&D multiverse where the secrets of gunpowder have been unlocked, some rogues have taken a liking to the operation of such weapons. If your Dungeon Master uses the firearm rules outlined in chapter 9 of the Dungeon Master's Guide and your rogue has been exposed to this weaponry, you also gain proficiency with firearms when you gain this archetype at 3rd level.
Uncanny Precision
9th level Trick Shooter feature
You fire your shots with impeccable aim, as if your shots were guided by a divine force. Though you may not always strike a creature's weakest spot, your ranged weapons are always guaranteed to strike.
- You automatically hit objects that aren't being worn or carried, and you can apply your sneak attack to them.
- When you miss with one, the target still takes damage of the weapon's type equal to your Dexterity modifier (minimum of 1).
Flying Guillotine
13th level Trick Shooter feature
Your ranged weapon attacks score a critical hit on a roll of 19-20 on the d20. When you kill a creature with a critical hit from one, you slice off a part of its body.
Ricochet
17th level Trick Shooter feature
Once per turn, when you miss with a ranged weapon attack, you can reroll the attack roll against a different target within 30 feet of the original target.