Ranger
Base Class: Ranger

Herd wranglers are rangers who travel the land driving large herds of beasts from one region to another. Some wranglers herd domesticated beasts, driving them from one grazing pasture to the next to ensure the land remains fallow for a season, while others take on the difficult task of herding wild beasts to keep the land from being overrun in the absence of predators or hunters. Some even drive beasts from lands that are sick or riddled with drought, or where overhunting threatens these creatures, transplanting them into new lands while remaining careful not to upset the balance of the existing ecosystem. To keep up with the herds, wranglers are expert riders. To defend the herd, a wrangler puts his or her trust in nature, the wild, and a trusty firearm.

Bonus Proficiencies

At 3rd level you gain proficiency in gunsmithing tools and the animal handling skill. You are also proficient with revolvers, shotguns, and hunting rifles, provided the world you inhabit has firearms of this technology level.

Desperado

Starting at 3rd level, you are a crack shot with a firearm in hand. You can select one of the following shooting styles, and you gain another style at 5th, 9th and 13th levels.

Dead Eye

Before you move on your turn, you can choose to reduce your Speed to 0 until the beginning of your next turn. If you do so, you can use a bonus action on your turn to gain advantage on your next ranged weapon attack made with a firearm.

Lucky Shot

When you miss a ranged attack roll with a firearm, you can roll a lucky die, which is a d6, and add it to your attack roll, possibly turning the miss into a hit. When you use your lucky d6, it’s size reduces to a d4. After you roll your lucky d4, you cannot roll your lucky die again. Your lucky die returns to a d6 when you finish a long rest. At 9th level, your lucky die becomes a d8, and returns to a d8 after you finish a long rest. After you use your lucky d8, it becomes a d6.

Quick Draw

You add your Proficiency bonus to your Initiative checks when you are unarmed, and drawing or holstering a revolver does not use your Item Interaction for the round. Additionally, when you make a ranged weapon attack with a firearm and successfully strike a creature that has not taken a turn in combat, you inflict an additional 1d8 points of piercing damage to that creature.

Steady Hand

Firearms you hold gain the versatile property when fired at normal range. When firing one handed firearms you are holding with two hands, increase the damage dice by one size. When firing two-handed firearms you are holding in one hand, reduce the damage dice by one size. Rifles and Muskets may not be fired one-handed using Steady Hand.

Range Rider

At 7th level, you are an expert rider, able to coax out harder performance from a beast you ride. You gain the following benefits:

● Mount Breaker. You double your proficiency bonus when you make Charisma (animal handling) checks.

● Finger whistle. As long as you have a free hand, you can use a bonus action on your turn to control a mount that you are not riding, provided that mount is not currently mounted by another creature, is friendly to you, can hear you, and is within 120 feet of the space you occupy.

● Rear up. A mount you ride adds your Proficiency bonus to any saving throw or ability check it makes to avoid being knocked prone.

● Ride like the wind. When a mount you control takes the Dash action, you can direct it to move an additional 10 feet for every point of your Wisdom bonus, but if it does so it gains a level of exhaustion.

● Wild bronco. You can direct a mount you control to take the Help action.

Mysterious Stranger

At 11th level, creatures that attempt to intuit your motives through Wisdom (Insight) make the check at disadvantage. You also have advantage on initiative rolls when anyone involved in the combat checks for surprise. Additionally, when you complete a long rest in the wilderness, you gain the effect of the Nondetection spell. This does not require any material components or the expenditure of spell slots.

Reckoning

At 15th level, when a creature damages you or a beast within 60 feet of you that you can see and that is not hostile to you, you can use your reaction to make a ranged attack against the attacking creature.

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