Sniper
Snipers are marksmen that try to maximize their range and stealth when hunting a target using camouflage and distance. They will rarely ever be spotted or caught out when gunning down their prey from a safe location. These marksmen are horrifying to deal with from far away.
Scoping
At 3rd level, your range with firearms and slings becomes 150/600 feet unless its already a greater amount.
Empowered Bullet
Starting at 3rd level, you learn to craft special bullets using your gunsmithing abilities.
When you hit with a firearm or sling attack, you can expend a Tactic Slot to deal additional damage to a target. The extra damage is equal to 1d6 for a 1st-level Tactic Slot, plus 1d6 for each Tactic Slot higher than 1st, up to a maximum of 5d6.
Vantage Point
Starting at 7th level, you have advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.
Sniper's Support
At 11th level, you can support and draw attention away from your allies while they are fighting your target up close. When a creature is marked by your Lock-On, allied creatures have advantage on attack rolls against it until the mark ends. Additionally, the marked creature sheds dim light in a 10-foot radius, becoming clearly outlined.
Counter-Snipe
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If a creature marked with Lock-On forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attackās normal effects.