Base Class: Ranger
A lone figure stood at the edge of a desolate wasteland, the setting sun casting long, eerie shadows across the barren landscape. This was no ordinary traveler, but a time-hopping ranger known as The Pilot. His trusty steed, a heavily modified F-150 pickup truck named The Machine, stood beside him, its chrome exterior gleaming in the fading light.
The Pilot had come from a distant future, a world of advanced technology and towering skyscrapers. But fate had brought him to this strange, unfamiliar era, a time of horses, gunslinging, and yee-hawin. He wasn't sure the ins and outs of The Machine, but he knew of its power.
Modern Warfare 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 detailed in the Modern Warfare Gunsmith table.
Modern Warfare Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency 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.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 15 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer the explosives damage. On a successful save, targets take half damage.
Burst. You may switch a weapon from single fire to burst fire using a bonus action. Weapons always begin combat in single fire mode. When a weapon is fired in burst mode, it deals its damage value a number of times equal to its burst score, and subsequently is fired a number of times equal to its burst score for reload purposes.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches.
Firearms
| Name | Damage | Level | Range | Properties | ||
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| Glock 11 | 1d6 piercing | 3 | (30/60) |
Light, reload 8, misfire 1
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| Double Barrel Shotgun | 2d12 piercing | 4 | (15/30) |
Two handed, reload 2, misfire 1
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| Hunting Rifle | 1d20 piercing | 5 | (120/480) |
Two-handed, reload 1, misfire 2
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| Flashbang Grenade | 3d6 radiant | 6 | (30/80) | explosive | ||
| Scar 11 | 1d8 piercing | 7 | (40/120) |
Two-handed, Reload 18, misfire 3, burst 3
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| Dragonuv | 2d12 piercing | 8 | (240/600) |
Two-handed, reload 4, misfire 2
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| China Lake Grenade Launcher | 4d10 fire | 9 | (60/120) |
Reload 1, misfire 3,explosive
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The Machine
$450 and a pack of marlboro reds on craigslist fetched quite the mighty deal
You have become the pilot of a mighty beast known as The Machine. A modified F150 pickup truck that can not only travel down a road, but through time itself. Starting when you take this subclass, you gain basic mechanical knowledge of motor vehicles, and a C-class drivers license to operate the vehicle. Over the course of 3 Long Rests, you can teach another humanoid to pilot The Machine.
Seats - The Machine can seat up to 9 Medium creatures; 5 in its cabin, and 4 in its pickup bed. A Large sized creature takes 2 seats, and may not occupy the front or passenger seat. The trucks bed can hold up to 1 ton of weight while not carrying passengers.
Time Travel - While properly functioning (Per DM's guidelines), The Machine exhibits unique abilities to travel through time and space. At the start of a game, The Machine is usually in a dormant or nonfunctional state.
Vanity Plate - The Player can choose the License plate state and digits.
Repair - You are the only one capable of making repairs to The Machine. and may do so over the course of a long rest. In addition, whenever The Machine recieves an upgrade, The Pilot must be the first to utilize this ability, before being able to teach others to use it.
Operation - The Machine must be operated by a driver, who consumes their bonus action on their turn in order to operate it. The Machine has a speed of 120 forwards , and cannot dash. Additionally, it must move 15 ft (3 squares) in the direction it is facing before moving 5 ft (1 square) sideways. It has a speed of 40 backwards. Before or after moving, the operator chooses a direction for The Machine to face.
Ram
You have learned the ins and outs of The Machine (And are moderately confident in your ability to repair it). As an action, and while operating The Machine , the player can spend their full movement in a straight line to ram into any creature in front of it. Any creature in the path must make a Dexterity saving through equal to 10 + Proficiency Modifier + Dexterity Modifier, or take 4d12 Bludgeoning Damage and be knocked prone.
Cool Handed
Your expertise with The Machine allows you to focus on other actions while operating The Machine. While utilizing your bonus action to Operate The Machine on your turn, you may make an additional attack with a weapon that does not have the two handed modifier.
Temporal Miasma
At 15th level, you gain the ability to manipulate time. You can use your action to slow down, speed up, or stop time within a 120 foot radius as an action. This effect lasts for 1 minute, and can be done once per day.
Previous Versions
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9/4/2024 5:15:45 AM
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Coming Soon
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