Ranger
Base Class: Ranger

  You always had an eye for firearms, and your aim was unmatched. So in order to take it to the next level you began to add the small bit of magic you had learned to your ammo to gain any advantage you could. Now you have created a type of fighting that will terrify anyone or thing you aim your sights on. 

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Eye spy

You gain expertise in the perception skill 

Arcane Ammo

You can use spell slots to grant your ammo properties. Each effect lasts till the start of your next turn and a creature will be affected by the last shot they were hit by. You can use as a many Arcane shots as you want per round provided you have available spell slots. Upon hit the damage type remains the same but is considered magical for the purpose of overcoming resistance and at levels 5,9 and 13 you add an extra 1d4 of that elemental type. 

  • Acid
  • Cold
  • Fire
  • Lightning
  • Necrotic
  • Radiant
  • Thunder

Elemental Aftershock

Your magical connection with your weapon is growing and has granted your Arcane Ammo a new level of potency 

The target of your Arcane Ammo now feels its affect and on the turn after it was hit by your shot suffers the following effect based on the elemental ammo it was hit by:

  • Acid: the enemy takes 1d6 damage and they must make a constitution saving throw against your spell save DC or have disadvantage on their  melee attacks for their next turn. 
  • Cold: the enemy takes 1d6 cold damage and they must make a dexterity saving throw or their movement speed is reduced to by half on their next turn. On a success they only lose 10 feet of movement 
  • Fire: the enemy takes 1d10 fire damage and they must make a strength saving throw or be set on fire taking 1d6 fire damage on the start of their turn for 2 rounds. If they are hit by another fire shot within this time and fail the subsequent saving throw the damage die increases by 1d6 and the two turn timer resets 
  • Lightning: the enemy takes 1d8 lightning damage which sparks to 2 enemies within 10 feet, they make a dexterity saving throw, on a fail the lightening jumps to any foes with 10 feet of them also requiring a dex save. This effect automatically occurs if the targets are in water.
  • Necrotic: the enemy takes 1d6 necrotic damage and is unable to regen health till the end of their next turn
  • Radiant: the enemy takes 1d4 of radiant damage or and make a constitution saving throw or not be able to take reactions till their next turn.
  • Thunder: the enemy takes 1d6 of thunder damage and must make a dexterity saving throw or be knocked prone

In order for the affects to take hold you must use at least a second level spell slot, upon up casting to level three up to level 5 the damage die of the initial damage increases by one (d4->d6->d8->d10->d12->2d6->...)

Acrobatic shooter

As a reaction to an enemy melee, ranged or spell attack, you can choose to counterattack with 1 shot. This reaction cannot apply Arcane Ammo

Additionally, when missing a shot at an enemy, your next shot will have a chance to ricochet off its target and hitting another creature within 5 feet friend or foe, roll a die based on the number of creatures in the area( consult DM for die type). You can choose for shot not to ricochet.

When you take the dash, hide, disengage, dodge, or grapple you can also take 1 shot at disadvantage. This disadvantage cannot be overridden in any way, and cannot apply Arcane Ammo

You can now reload as a bonus action 

Superb Marksman

You now can apply Arcane Ammo to your shots granted by Nimble shooter, and can also override the disadvantage imposed by that feature

You also now make critical hits on 19 or 20.

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

 

Arcane Savant

Your Elemental Aftershock affects now last for two rounds, and the affects can be stacked. However a creature can only be affected by one new affect per round, and the damage does not repeat on the 2nd round of affect unless it is a fire shot. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/15/2023 12:33:23 AM
10
2
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11/15/2023 7:51:05 PM
7
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