## Rogueish Archetype: # Deadeye When it comes to the art and craft of
surprise attacks, no method is more
effective than a well placed shot to
the head. You have honed your skills
to become deadly with ranged wea-
pons, allowing you to act as a lone
wolf or as part of a unit and reliably strike from afar. Rogues trained in these skills are commonly known as marksmen or sharpshooters. Someone like you however, understands how to make the best out of each shot, whether for utility or assassination. In your line of work, only one name resonates among the whispers of the few that have seen you in action: **Deadeye**. ##### Deadeye Features | Rogue Level | Feature | |:----:|:-------------| | 3rd | Bonus Proficiencies, Tricks | | 9th | Marksman | | 13th | Deadeye's Quarry | | 17th | Bullseye! | ### Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency in tinker's tools, and your choice of either longbows, heavy crossbows or firearms (if applicable). ### Tricks You have learned to alter projectile ammunition to create tactical advantages with ranged weaponry. Starting at 3rd level, as part of a short rest, you can spend 5 gp in materials (or 1 use of tinker's tools if you have them) to alter up to 5 pieces of non-magical ammunition into trick shots, though you can have as many trick shots as you can afford and equivalent time spent altering them. Some trick shots require your target to make a saving throw to resist a trick's effects. The saving throw DC is calculated as follows: **Trick save DC:** 8 + your Intelligence modifier + your proficiency. Tricks are detailed under "Trick Shots" below. Many tricks enhance an attack in some way. You can use only one trick shot per attack. At 13th level, you can alter up to 10 pieces of ammunition with the same costs in materials, tools, and time. ### Marksman Your Deadeye training allows you to focus and strike targets with reliable accuracy. Starting at 9th level, when you make an attack with a ranged weapon that you have proficiency with, you can add your Intelligence modifier to the attack roll. You add this bonus after the attack roll but before the effects take place. You can use this feature a number of times up to your Intelligence modifier and regain its uses after a short or long rest. ``` ```
### Deadeye's Quarry As a Deadeye, you can swiftly probe targets for weaknesses. At 13th level, using your bonus action, you can choose one creature you can see within range and select it as your quarry. You can only have one creature selected at a time. After 1 round (or 6 seconds) of keeping your quarry in sight, attacks you make against it with a ranged weapon that you are proficient with have advantage. Losing sight of your quarry ends this effect. ### Bullseye As a master Deadeye, your skills allow you to push ranged weaponry to its full potential. Upon reaching 17th level, when you make an attack against a target with your Marksman feature that is also selected as your quarry, you can add your Intelligence modifier to the damage done with that attack. Additionally, if you score a critical hit in this way, the attack's damage rolls automatically deal maximum damage. > If your DM allows feats, consider the following if firearms are available in your game: > ##### Variant Feat: Firearms Expert > Thanks to extensive practice with firearms, you gain the following benefits: > >- You ignore the reload quality of firearms with which you are proficient. >- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. >- As a bonus action, you can make a melee Strength attack with a held firearm to a target within 5 feet. This attack deals 1d6 bludgeoning damage. Two-handed attacks deal 1d8 bludgeoning damage. \page ### Trick Shots The trick shots are presented in alphabetical order: ___ - **Fireshot:** You rig your projectile with an incendiary compound that ignites on impact. A creature hit with a fireshot takes an extra 1d4 fire damage. Additionally, a flammable object hit with a fireshot ignites if it isn’t being worn or carried. Fireshot projectiles cannot be recovered. Fireshot's damage die turns into a 1d6 at 9th level, 1d8 at 13th level, and 1d10 at 17th level. ___ ___ - **Flareshot:** Your projectile flares up in a sudden flash of light on impact. This light illuminates an area in bright light in a 10 feet radius and dim light in a 20 feet radius for 1 round. A creature hit with a flareshot or within 5 feet of where the shot landed must make a Constitution saving throw against your Trick save DC. On a failure, affected creatures become blinded for 1 minute. Affected targets can make a Constitution saving throw at the end of each of their turns to end the effect early. On a success, the effect ends. Creatures with blindsight, truesight or similar senses are immune to flareshot's effect. Sneak attacks prove ineffective with flareshot. Flareshot projectiles cannot be recovered. ___ ___ - **Hookshot**: Your projectile becomes a tool to restrain targets or reach far-off ledges. A creature of Medium size or smaller hit with a hookshot can choose to make a Strength or Dexterity saving throw against your Trick save DC. On a failure, the target becomes restrained. Bigger creatures have advantage on this save. Hits with hookshot used to restrain use up 5 feet of rope. A creature restrained in this way can make a Strength check against your Trick save DC at the end of each of its turns to attempt to free itself. On a success, the target is no longer restrained and breaks the hookshot in the process, making it unrecoverable. Bigger creatures automatically succeed on this check. Additionally, you can use a hookshot to attach rope to a far off ledge up to your ranged weapon's effective range or your length of rope available. Sneak attacks prove ineffective with hookshot. ___ ___ - **Watershot**: Your projectiles contain a canister of soap water that disperses on impact. You can douse open, non-magical flames and light sources in a 5 foot area with watershot. Additionally, when shooting a creature or into a flat surface, you create a 5 foot slippery area from the point of impact. Creatures moving from and through this area must make a Dexterity saving throw against your Trick save DC. On a failure, the target's movement becomes 0 and is knocked prone. On a success the target moves through it as difficult terrain. A creature hit with watershot that is already standing on difficult terrain automatically succeeds on its save. Sneak attacks prove ineffective with watershot. Watershot projectiles cannot be recovered. ___ ``` ```
> ##### Art Credit > Credits in order of appearance: > > **Thief**; Emanuel Garcia, Eidos Interactive,
Square Enix:http://manny-art.blogspot.com/ > > **Archer**; I-GUYJIN-I: https://www.deviantart.com/i-guyjin-i/gallery