Ranger
Base Class: Ranger

Tinker Rangers design and build firearms to aid in their hunts. Specializing in longer range combat over up close fighting, Tinkers have mastered the art of the long distance take down. The farther away they are from the fight, the more effective they are.

Tinker's Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tinker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Monster Slayer Spells

Ranger Level Spell
3rd guiding bolt
5th heat metal
9th thunder step
13th dimension door
17th mislead

Tinker's Proficiencies

You gain proficiency with Firearms and with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You can use this feature a number of times equal to your Wisdom modifier in between long rests. Attacking with firearms at long range doesn't impose disadvantage.

Threatening Shot

Starting at 3rd level, you can fire a special shot that frightens targets. As an action, you fire one bullet that whizzes past all targets in a 5ft. wide line that is as long as the maximum range of the firearm you use to make the shot. The range is cut short if the bullet's path is interrupted by walls, objects, etc. All creatures within 5ft. of the path of the bullet must make a Wisdom saving throw equal to your spell save DC. On a failed save, the creature is Frightened and Paralyzed until it takes damage. A creature Frightened and Paralyzed like this can repeat the saving throw at the end of it's turns until it succeeds.

Arcane Sniper

You gain a bonus to attacks and damage rolls made with firearms equal to your wisdom modifier and your firearms are considered magical for the purpose of overcoming weaknesses and resistances. Also, you can use a bonus action instead of an action to Reload a firearm you are holding even if you do not have an open hand. In addition, you can craft specialized ammunition that deals an extra d6 worth of a damage type that you specify. This damage dice increases to a d8 at 13th level and a d10 at 18th level.

Crack Shot

At the 11th level, as an action, you are able to pinpoint all enemies within your line of sight and shoot at them all with lightning reflexes. You can as an action make a ranged weapon attack with a firearm with which you are proficient at however many enemies you want to shoot but you are limited to how many bullets you have left in your weapon. Each enemy you target is a separate attack roll. For example, there are 4 enemies and you have 3 bullets left in your gun, you can make three weapon attacks to shoot three enemies at the same time, each requiring a separate attack roll. You may not target the same target more than once. The weapon's misfire score increases by 1 for every enemy targeted during Crack Shot due to the speed at which you are firing. A firearm must have a reload score in order to be used with this property.

Superior Marksmen

Whenever a creature misses you with a ranged spell or weapon attack, you can as a reaction make an attack with a firearm you are holding on that creature. In addition, your attacks with firearms are Critical Hits on a 19-20.

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