Sharpshooter (Class)

== Overview of the Sharpshooter Class ==
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== Class Table ==
Level 	Mastery Bonus	Feature 	Action Dice		Level 	Mastery Bonus	Feature 	Action Dice
Level 1 	+0 	Preferred Firearm 	1d10 		Level 21	 	 	
3d10 	 	 	 		 	 	 	
Level 2 	+0 	-- 	1d10 		Level 22	 	 	
3d10 	 	 	 		 	 	 	
Level 3 	+1 	The Phantom: Tier I 	1d10 		Level 23	 	 	
3d10 	 	 	 		 	 	 	
Level 4 	+1 	-- 	1d10 		Level 24	 	 	
3d10 	 	 	 		 	 	 	
Level 5 	+1 	Stat Increase X2 	1d12 		Level 25	 	 	
3d10 	 	 	 		 	 	 	
Level 6 	+2 	Eye in the Sky 	1d12 		Level 26	 	 	
 	 	 	 		 	 	 	
Level 7 	+2 	Stat Increase 	1d12 		Level 27	 	 	
 	 	 	 		 	 	 	
Level 8 	+2 	Daybreak: Tier I 	1d12 		Level 28	 	 	
 	 	 	 		 	 	 	
Level 9 	+2 	The Phantom: Tier II 	1d12 		Level 29	 	 	
 	 	 	 		 	 	 	
Level 10 	+3 	Stat Reallocation (1) 	1d12 		Level 30	+6 	Stat Reallocation (1)	
Level 11 	+3 	 	 		 	 	 	
2d10 	 	Level 31 	 		 	 	 	
 	 	 	 		 	 	 	
Level 12 	+3 	Daybreak: Tier: II 	2d10 		Level 32	 	 	
 	 	 	 		 	 	 	
Level 13 	+3 	Dead Center 	2d10 		Level 33	 	 	
 	 	 	 		 	 	 	
Level 14 	+3 	 	 		 	 	 	
2d10 	 	Level 34 	 		 	 	 	
 	 	 	 		 	 	 	
Level 15 	+4 	Timed Shot: Tier I 	1d10+1d12 		Level 35	 	 	
 	 	 	 		 	 	 	
Level 16 	+4 	Sniper's Nest 	1d10+1d12 		Level 36	 	 	
 	 	 	 		 	 	 	
Level 17 	+4 	 	 		 	 	 	
1d10+1d12	 	Level 37 	 		 	 	 	
 	 	 	 		 	 	 	
Level 18 	+4 	Timed Shot: Tier II 	1d10+1d12 		Level 38	 	 	
 	 	 	 		 	 	 	
Level 19 	+4 	Secondary Class Leveling	2d12 		Level 39	 	 	
 	 	 	 		 	 	 	
Level 20 	+5 	Stat Reallocation (2) 	2d12 		Level 40	+7 	Stat Reallocation (2)	
== Features ==
=== Preferred Firearm: ===
At the beginning of the campaign, you can choose a specific ranged weapon type to be hyper-proficient in. Your hyper-proficiency allows you to never be disadvantaged using that specific weapon, unless bodily impairment occurs or exhaustion. You may also add your +1 to your mastery bonus while using said weapon type.
=== The Phantom: ===
Tier I: Before combat starts and if you are in active stealth, you may choose to do double damage on your first attack. If you choose to do double damage, you may not roll at advantage for your first attack roll.
Tier II: You can use this ability even if you do not go first, but this ability must be used on turn one. Damage done by this ability increases to 2.5x instead of 2x.
=== Eye in the Sky: ===
While in active stealth, your awareness doubles (or triples if below 7). You become proficient rolling for Stealth and Perception.
=== Daybreak: ===
TIER I: Once per game, you can automatically hit your target without rolling to hit. Cannot stack with "The Phantom"
TIER II: You can now stack this ability with "The Phantom"
=== Dead Center: ===
If you defeat an enemy while it is your turn, you can gain an extra attack action.
=== Timed Shot: ===
Tier I: You must expend all your attack actions, but your attack action pool must be filled, to activate this ability. On your next turn, you gain +10 to hit, as well as the top three numbers of your action dice becoming critical hits.
Tier II: the top five numbers of your action dice become critical hits when using timed shot, you also gain +15 to hit while active.
=== Sniper's Nest: ===
While in elevated terrain, you gain +3 to attack rolls.