Base Class: Ranger
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Firearm Properties
- Reload: A Firearm can be fired a number of times equal to its reload number. You must use a action or attack to reload you weapon. You must have 1 hand free to reload a weapon.
- Misfire: Whenever you make an attack roll with a firearm and the dice roll is less than or equal the weapons misfire score the weapon misfires. The attack misses and is unusable until you spend an action to repair it. To repair your firearm you must make a successful tinker tools check (DC equals 8+ its misfire score). If the check fails the weapon is broken and must be repaired out of combat band at the cost of half the firearm.
- Scatter: An attack is made to each creature within a 30ft cone. If a creature is adjacent to you they take double the damage.
- Explosive: Upon a hit everything within 5ft of the target must make a dexterity saving throw or suffer half damage. If the attack misses the explosion never goes off
Ammunition
Ammunition is a rare item. Not being something easily found in stores. However if materials are gathered they can be created with tinker tools (DC equals 4+ firearms reload score to gain maximum ammo from the materials). Each firearm has a different set of ammo.
Firearms
Waypocket Pistol: (50g)
- Deals 1d8 piercing (40/160)
- Light, Reload 2, Misfire 1, 1 lb
Pepperbox: (250g)
- 1d10 piercing (80/320)
- Reload 6, misfire 2, 3 lbs
Bad News: (750g)
- 2d8 piercing (15/60)
- Two-Handed, Scatter, Reload 1, misfire 2, 10 lbs
Hand Mortar: (350g)
- 2d8 Explosive (20/40)
- Versatile, Explosive, Reload 1, misfire 5, 10 lbs.
Stundent of the Lead
At 3rd level, you gain proficiency in Firearms and Tinker Tools
Tinkerers Toys
At 7th level, you gain one of the following choices
Overpacted Barrel
You've created an over-packable barrel. You can roll 1D12 before making an attack roll with a firearm. Add the roll to your firearms misfire score. If this attack hits you can add 1D8 to that weapons damage rolls. If the attack roll was a critical hit you deal an additional 8 + your Wisdom Modifier.
Targeting System
Once per turn; When you make an attack action, but before you roll the dice, you may choose to target one specific part of the creature. You may do this 3 times per short or long rest. Targeting options are as follows:
Head: On a hit the target take normal damage and must make a Constitution saving throw, if they fail they have disadvantage on attacks until the end of their next turn.
Arms: On a hit the target take normal damage and must make a Strength saving throw, if they fail they drop 1 held item of your choice.
Torso: On a hit the target take normal damage and is pushed 10ft back in the direction the bullet traveled.
Legs: On a hit the target take normal damage and must make a Strength saving throw, if they fail they are knocked prone.
Wings: On a hit the target take normal damage and must make a Constitution saving throw, if they fail they plummet 20ft.
Targeting System's DC = 8 + your Dexterity Modifier + your proficiency bonus
The Shoulder Holster
You gain a +5 to initiative and can stow and draw firearms at will. If you have the highest initiative in the initiative order you can fire 2 shots at the cost of 1 Attack action if you have a firearm in both hands (Both Firearms consume 1 ammo upon doing this)
Add the Shoulder Holsters to your equipment.
Magical Bullets
At 11th level, You learn to create arcane ammunition. But channeling you arcane powers you can turn regular ammunition into arcane ammunition.
Must be done by spending 4hrs meditating. Upon completion you may chose one type of damage (Fire, Cold, Lightning) the amount of ammunition created is equal to 1D20 + your Wisdom Modifier + your proficiency bonus, this also consumes the same amount of no magical ammunition from your inventory. If attument is done by a creature of lawful good they gain the choice of radiant damage or if it is done by a creature of lawful evil they gain the choice of necrotic damage.
Malicious Intent
At 15th level, your firearms attacks score critical hits on rolls of 18, 19 and 20h. Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Comments