Base Class: Ranger
Villainous Subclass for Rangers.
Once, poachers were impoverished peasants who stole their quarry for subsistence purposes and to supplement their meager diets. They were often set against the hunting privileges of nobility and territorial rulers.
In modern times, the profit that can be earned poaching has expanded this trade to include livestock rustling, and the trophy hunting of rare (often endangered) creatures to sell either whole or in part on black markets.
Gunner
When you select this subclass at 3rd level, you gain proficiency with Renaissance Firearms as detailed on page 268 of the DMG and you ignore the loading property of these firearms.
Magic Bullet
Also at third level, you learn the magic stone Cantrip and can cast it on one to three rounds of ammunition for your Renaissance Firearms to imbue them with magic. Ammunition that is imbued in this manner deals additional bludgeoning damage equal to 1d6 + your spellcasting ability modifier.
Marksmanship
Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearms ignores resistances and immunities.
Take Aim
At 11th level, if you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attack rolls you make using a Renaissance Firearm until the end of your turn.
Trapper
At 15th level, your mastery of black powder allows you to leave explosive traps for your prey. As an action, you can set a trap using the three types of Renaissance Explosives detailed on pages 267 and 268 of the DMG.
You can attempt to hide your trap by making a Dexterity Stealth check. That check’s total is contested by the Wisdom Perception or Intelligence Investigation check of any creature that actively searches for signs of your trap.
These traps can be triggered in one of three ways, you must choose the type of trigger when you set the trap.
Time Delay. You set the trap with a time delayed fuse. It will detonate after a predetermined number of rounds which you must specify when you set the trap.
Tripwire. You set a tripwire that runs up to 10 feet in a straight line from the explosive. If a creature passes through the tripwire the explosive detonates.
Command Initiated. The explosive is deliberately placed to be unstable. You can shoot at the explosive with your Renaissance Firearm as one of your attacks and, on a successful hit, the device detonates. The AC of the explosive trap is 10 for unhidden explosives or, for hidden explosives, equal to the Dexterity Stealth check made when hiding the device.
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