Ranger
Base Class: Ranger

The Gunslinger represents the outlaw types we all know and love. With their trusty firearm and contagious attitude they take crap from noone and lay the rules down with the sound of the firearm shot into the air. Typically this archetype is of a lone ranger or outlaw taking on the wild frontiers by themselves and only joining up with a posse when things are getting too rough. Gunslingers are armed with trick shots and fancy maneuvers to ensure they are never outgunned and can keep up their reputations as the fastest and most clever draw this side of the sword coast. (It's worth adding all spells in this subclass relating to arrows and ammunition based things are replaced with bullets and firearms instead)

 

Trickshots

You gain a special set of shot types to modify the trajectory and power of your firearm. The trickshots can be used a certain amount of time each day. On your turn, you can choose a trickshot from the list of available shot modifiers which will modify a standard attack action with a crossbow or firearm.

At 3rd level your ranger gains the innate ability to manipulate and wield guns to their utmost control accomplishing feats and shots never before believed possible. Every day when you awake you get 1d4+1 trickshots to expend from the list below, increasing to 1d6+1 at 5th level, 1d8+1 at 9th level, 1d10+1 at 13th level , and finally 1d12+1 at 18th level.
-A ranger gunslinger has no need to reload as an action if the DM requires it, instead this can be a bonus action.

Bullet curve- You can curve your bullet to hit exactly what it is you want to hit regardless of their cover or speed, gaining advantage to hitting those hiding or moving, and when you crit using this shot it adds 2d6 to damage.

Ricochet- Your ranger aims at something seemingly unrelated to combat (as long as it is in range) causing the shot to bounce off and strikes the target from behind in their weak spot. This will grant them a -4 to AC and allow you to be considered flanking despite being far in front of them.

Gun spin- When using any one handed ranged weapon your character can spin it around their hand with ease, this can be used as either a neat trick, distraction, or as a way of striking 1d4+1 targets in one action as long as the weapon has multiple ammunition pre-loaded. It gives you a -3 to hit but allows many people to be hit at once.

Mid-air shot- Your ranger is so skilled in gun skills that they have the innate ability to shoot any projectile out of midair as a reaction instead. . Even if there are several it will stop all of them as long as you have the ammunition you can stop them all.

Hammer Striking- Using this you can strike a single target 3 times with 1 action, each consecutive hit suffers an additional -2 to hit.

 

Quick draw

At 5th level, when you receive this feature your Ranger gains the ability to make a hit against a creature with a guaranteed crit as long as the creature hasn't landed a hit or activated a spell in combat yet. When combat starts you stare down the creature and quickdraw them for extra damage.

This town isn't big enough for the both of us, make your move.

 

Lay down the Law

Starting at 11th level, Your character gains a frightening presence so that everything you can see within 60 feet at the beginning of the fight must roll Wisdom saves against your Intimidation score or be frightened for the first 3 rounds. In turn your Ranger becomes immune to being frightened or intimidated themselves as well as being charmed.

Your Ranger becomes intimidating without even trying making you far more likely to intimidate others while remaining stoic yourself.

 

I'm the guy with the gun

Beginning at 15th level, when you cast a spell you can choose to make its origin originate from the spot or target it hits. If it is a directional spell it keeps going in the direction it was fired and even if it is a more epicenter based spell that doesn't hurt the caster it will still hit the center of the effect. This essentially gives the ranger the ability to shoot and cast a spell in a single action. However your allies can instead also choose to cast spells on your gun on their actions tot hen be added as an extra effect on yours.

This allows all spells to become ranged attacks originating out of the spot where the bullet lands.

 
Ranger Gunslinger Image

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