Sniper

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus – not necessarily an indication of your chosen profession, but a description of your preferred techniques.

You discipline yourself in the art of tactical warfare. Skirmishers, nomads, and bushwackers make excellent snipers. Subterfuge and technical precision help you to eliminate threats at great distances, gather intelligence, and remain unseen in the thick of battle. Your effectiveness improves with range, patience, and martial aptitude.

Trained Accuracy

When you choose this archetype at 3rd level, you gain proficiency with martial ranged weapons. Additionally, when you roll Sneak Attack damage for a ranged weapon attack, you gain a + 1 bonus to damage for each d6 that you roll.

Zero Target

Starting at 3rd level, you learn to calmly aim your shots. Using a bonus action, you gain advantage on your next ranged weapon attack, which must come directly after your aim, and before you do anything else.

Fieldcraft

Starting at 9th level, you can use reconnaissance of an area and firing positions to better surprise your enemies. When you spend at least 8 hours researching, investigating, or observing details of a location up to 1 square mile in size, you gain advantage on Dexterity (Stealth), Wisdom (Perception) and (Survival) checks while in that area.

In addition, attacks you make with ranged weapons without the two handed property do not have disadvantage as a result of being prone.

Extreme Range

Beginning at 13th level, you master attacking at incredible distances by predicting your target’s movements. The normal and long ranges for attacks you make with ranged weapons double.

When you make a ranged weapon attack beyond 600 feet, announce your intended target and roll to attack. At the start of your next turn, if your target has moved more than 5 feet from the space it was in when you declared the attack it can make a Dexterity saving throw with the DC equaling 8 + your proficiency bonus + plus your Strength or Dexterity modifier (whichever you used for the attack roll). If the target succeeds its saving throw, the attack misses, even if it would normally hit. If the attack hits then you deal damage normally.

Tactical Advantage

At 17th level, you are a master of covert operations. You cannot be tracked while you are moving stealthily, and the noise you create when attacking with a ranged weapon does not exceed a 10 foot radius sphere centered on you.

In addition, you can determine the number and location of creatures moving through an area you have studied using your fieldcraft without needing to see them.