Rifle
Rifle
Hit Points
Hit Dice: 1d8 per Rifle level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rifle level after 1st
Proficiencies
Armour: Light and medium armour
Weapons: One rifle of your choice
Tools: One of your choice
Saving Throws: Wisdom, Charisma
Skills: Two of your choice
Combat Ability
Choose one of the following abilities:
- Aimed Shot. You take aim this turn. When you take the attack action on your next turn, you make a single attack that automatically hits, counts as a critical hit, and the damage dealt is doubled. At 6th level, the damage dealt is tripled instead.
- Assault Focus. Until the end of your next turn, you may make two attacks instead of one when you take the attack action. At 6th level, this is increased to three attacks.
- Damage Focus. Until the end of your next turn, your attacks deal double damage and re-roll damage results of a 1 or 2. At 6th level, you also double your Dexterity bonus for the purposes of dealing damage (this is applied before doubling the damage).
You may use your Combat Ability once. You regain your use of it when you roll for initiative or finish a short or long rest.
Magazine Upgrade
Your bullets are now effective against armour. Your attacks gain Armour Piercing 10.
Accessory
You gain access to the following accessories:
- Optical Sight. You score critical hits on a 19 or a 20.
- Holographic Sight. Your attacks have an additional +1 to hit and deal +1 damage.
- Red Dot Sight. Your attacks have an additional +2 to hit.
- Suppressor. Firing while hidden does not immediately give away your position. Enemies who see the attack may make a Wisdom (Perception) test to spot you, however.
At the end of a short or long rest, you may choose a different accessory to equip.
Camouflage Equipment
You may hide as a bonus action, and gain advantage on Dexterity (Stealth) checks.