Ranger
Base Class: Ranger

Gunslingers are skilled marksmen who have acquired their skill through hard earned experience rather than official training. Common in high risk environments such as wilderness fringes, lawless towns, and areas prone to monster attacks. Gunslingers value toughness and self-reliance. They choose to live and die by the gun; rather than rely on the absent or impotent authorities. They have established their own code of honour, which they enforce with pistol duels. Some prefer to live by the motto: "shoot first, ask questions later". 

Gunslinger Code

At 3rd level, choose one code to follow. Chaotic characters must choose Shoot first, ask questions later. Lawful characters must choose Honourable Duel. 

Honourable Duel

As a Bonus Action, make a Charisma (Persuasion) check contested by the target's Wisdom (Insight). On success the target has disadvantage on attacks that do not target you for 1 minute or until you use this feature again.

Shoot first, ask questions later

You have +3 to your initiative. You have advantage on Charisma (Intimidation) checks against creature you have fired your gun at.

 

 

New Destiny

At 7th level, You gain Bonuses to your weapon of choice because of your constant use and maintenance of your firearms. Your firearms deal additional weapon damage equal to half your Wisdom modifier rounded up (minimum of +1) and are considered magical for purposes of overcoming resistance.

• Single Wheelock Pistol is now Peacekeeper - You now Roll a D20 for Damage roll instead of a D8 but lose your Bonus Action

• Dual Wheelock Pistols is now Shock and Awe - You can Reload as a Free Action instead of a full Action

• Blunderbuss is now Destiny's judgment  - You gained 2 barrels and can now fire 2 Shots before reloading and can use improvised ammunition with the same damage output

• Musket is now Nightfall -  Your attacks with a Musket can be made up to maximum range without disadvantage and gain +5 on Attack Rolls

Blunderbuss

Blunderbuss is now Destiny's judgment  - You gained 2 barrels and can now fire 2 Shots before reloading and can use improvised ammunition with the same damage output

Dual Wheelock Pistols

Dual Wheelock Pistols is now Shock and Awe - You can Reload as a Free Action instead of a full Action

Musket

Musket is now Nightfall -  Your attacks with a Musket can be made up to maximum range without disadvantage and gain +5 on Attack Rolls

Single Wheelock Pistol

Single Wheelock Pistol is now Peacekeeper - You now Roll a D20 for Damage roll instead of a D8 but lose your Bonus Action

New Era Standards

Starting at 11th level, you can choose what type of Gunslinger to be between Peacekeeper Archetype and Desperado Archetype

Desperado Archetype

 

Desperado Archetype

When you choose this archetype at the 1st level, you gain the Threatening Shot Deed. 

Threatening Shot: You can shoot into the air in an attempt to Intimidate others as an action. Enemies within 40ft, who can hear must make a Wisdom save DC= 8 + your Proficiency + your charisma modifier. On a failed save, they are frightened of you for a minute. Additionally, your criminal lifestyle has led you to improved haggling skills. When fencing stolen goods you should get a 50% to 100% increase in the price you sell it for.

Bonus Proficiency

When you choose this archetype, you gain proficiency in Intimidation.

Archetype Grit Intimidate

When you successfully intimidate or steal you may gain an Intimidation point permanently. (1D6)

Cheap Shot

At the 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if they are within 10ft away from an ally. The attack must use a firearm.

At the 11th level, the bonus damage of Cheap Shot becomes 4d6.

At the 17th level, the bonus damage of Cheap Shot becomes 6d6.

Peacekeeper Archetype

 

Peacekeeper Archetype

When you choose this archetype at the 1st level, you may have your shots that would be lethal render the target unconscious instead.

Bonus Proficiency

When you choose this archetype, you gain proficiency with Manacles.

Archetype Grit Regain

When you capture a target you may gain a Persuasion point permanently. (1D4)

Judgment

Peacekeepers are able to pronounce judgment upon their foes. As an action choose a judgment to make and the Peacekeeper receives a bonus or special ability based on the type of judgment. At first, a Peacekeeper can use this ability once per Long Rest. With each archetype increase, the Peacekeeper gains an additional use. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. If the Peacekeeper becomes paralyzed, unconscious, or otherwise incapacitated, the ability does not end, but the bonuses do not resume until they can participate in the combat again. When the Peacekeeper uses this ability, select one type of judgment to make. As an action, they can change this judgment to another type.

Destruction: The Peacekeeper is filled with great wrath, gaining a +1 bonus on all weapon damage rolls.

Healing: The Peacekeeper is surrounded by a healing light, gaining fast healing 1. This causes the Peacekeeper to heal 1 point of damage each round as long as the Peacekeeper is alive and the judgment lasts.

Justice: This judgment spurs the Peacekeeper to seek justice, granting a +1 bonus on all attack rolls.

Protection: The Peacekeeper is surrounded by a protective aura, granting a +1 bonus to Armor Class.

Purity: The Peacekeeper is protected from the vile taint of their foes, gaining a +1 bonus on all saving throws.

Resistance: The Peacekeeper is shielded by a flickering aura, gaining 2 points of resistance against one damage type chosen when the judgment is declared.

Smiting: This judgment bathes the Peacekeeper’s weapons in a holy light. The Peacekeeper’s weapons deal an additional damage dice equal to the weapons damage dice.

Shared Judgement

The benefits from a Judgement may now also affect a number of allies up to your Charisma modifier within 30 feet.

Multi Judgment

A Peacekeeper may now have 2 Judgements active at the same time.

Final Decree

At 17th level, Judgements are now restored after a Short Rest instead of a Long Rest.

The good the bad and the ugly

At 15th level, You have the ability to call a duel to an opponent. The target must make a Dex saving throw.  If it fails, the target is reduced to 0 hit points. If you fail, you're reduced to 0 hit points.

The Bad

 

High Noon

You have the ability to call a duel to an opponent. The target must make a Dex saving throw.  If it fails, the target is reduced to 0 hit points. If you fail, you're reduced to 0 hit points.

Forever on the Run

You have learned exactly how to give the law the slip in a chase, whether ducking into an alleyway or weaving through a crowd. You can't be tracked by nonmagical means unless you choose to leave a trail and will almost always manage to escape when in a chase.

Cheat Death

Whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately instead be reduced to 1 hit point. This cannot be used if your hit points were 1 before you took the damage and recovers after a Long Rest.

Fire Back

If an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it.

 

 

 

 

 

The Good

 

High Noon

You have the ability to call a duel to an opponent. The target must make a Dex saving throw.  If it fails, the target is reduced to 0 hit points. If you fail, you're reduced to 0 hit points.

Final Decree

Judgments are now restored after a Short Rest instead of a Long Rest.

Evasion

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Focused Aim

If you don't move this round you gain a bonus on all firearm attack rolls equal to your Constitution modifier (minimum 1) with all firearm attacks until the end of the turn.

 

Gunslinger Image