Ranger
Base Class: Ranger

Smokepowder Bond

Starting at 3rd level, you can craft a custom firearm, known as your Bonded Weapon, using your expertise in both survival and craftsmanship. This weapon is unique to you, and no other creature can wield it effectively, and you may use it as a spellcasting focus for your Ranger spells. You may treat this weapon as a Musket, Blunderbuss, or Pistol for the purposes of Weapon Mastery. Crafting the weapon requires 8 hours of work and 100gp worth of materials. If the weapon is lost or destroyed, you can craft a new one during a long rest by spending the same materials. You can only have one Bonded Weapon at a time.

The Bonded Weapon has the following properties:

  • Ammunition: You must load ammunition to fire the Bonded Weapon. You can craft specialized ammunition during a long rest.
  • Range: The bonded weapon has a normal range of 60 feet and a long range of 240 feet as a musket and a normal range of 30 feet and a long range of 120 feet as a pistol, and a normal range of 15 feet and a long range of 60 feet as a shotgun.
  • Reload: After firing a number of shots equal to your Dexterity modifier (minimum of 1), you must use a bonus action to reload.
  • Damage/special features: A bonded rifle deals 1d12 piercing damage, a bonded pistol or shotgun deals 1d8 piercing damage. Additionally, a bonded rifle adds your proficiency bonus to attack rolls a second time, a bonded blunderbuss consumes 2 rounds of ammunition per shot but deals 2 dice worth of damage unless there is no second round to consume, and bonded pistols do not impose disadvantage when making ranged attacks within 5 feet of a hostile creature. 

Additionally, the firearm gains the following bonuses as you gain levels in this class:

  • +1 bonus to attack and damage rolls with this magic weapon at 5th level.
  • +2 bonus to attack and damage rolls with this magic weapon at 11th level.
  • +3 bonus to attack and damage rolls with this magic weapon at 15th level.

Inside and Out

Starting at 3rd level, You gain proficiency with firearms. Additionally, your intimate knowledge of your bonded weapon allows you to reroll the attack once if you miss a ranged attack with your bonded weapon. You can use this reroll a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.

Furthermore, while attacking with your bonded weapon, you may expend a spell slot when you hit with an attack. The attack deals an additional 2d4 damage per level of the spell slot expended.

Intimate Familiarity

Starting at 7th level, your mastery of your bonded weapon allows you to make a new modification to the weapon.

  • Gun blade: You fashion a dagger blade to your Bonded Weapon allowing you to make melee weapon attacks with your Bonded Weapon as though it were a dagger with all of the same benefits. After striking a target with your gun blade, that creature cannot make reactions until the end of your turn.
  • Piercing Blast: Spending some time perfecting your Bonded Weapon's cartridges has led you to blasting bullets that detonate in a 10 foot cone behind your initial target after passing through said target, dealing half the damage of the original shot. Any creature caught in the blast must make a Dexterity saving throw against your Ranger spell save DC. On a successful save, the creature takes no damage. 
  • Speedloader: You can use a free action to reload your Bonded Weapon. 
  • One in the Chamber: The last shot in your Bonded Weapon deals an extra die of damage.

Additionally, when a creature within your Bonded Weapon's range moves, you can use your reaction to make a ranged weapon attack with your Bonded Weapon against it if you reloaded on your last turn. 

Bonded Weapon Mastery

Starting at 11th level, your bond with your Bonded Weapon grants you a unique effect depending on the weapon type you are bonded to. You can use this feature a number of times equal to your Proficiency Bonus.

  • Pistol - Fan Fire: Fires off all ammunition currently in the gun at once. The target of this action must mike a dexterity save against your ranger spell save DC, taking half damage on a success.
  • Musket - Headshot: Consuming your bonus action, you take a moment to steadily aim your musket, firing accurate shots. Any attack rolls that hit your target during this turn automatically critically strike. 
  • Shotgun - Double packed shell: You reload your shotgun with extra potent shells that deal double the rolled damage.

Unerring Shot

You critically strike on d20 rolls of 18 or higher.

Additionally, when you score a critical hit, the target must succeed on a Constitution saving throw against your Ranger DC. On a failed save, the target is stunned until the start of your next turn, overwhelmed by the sheer precision of your strike. On a successful save, the target is not stunned but still takes the critical damage.

Level 3: Smokepowder Bond

Starting at 3rd level, you can craft a custom firearm, known as your Bonded Weapon, using your expertise in both survival and craftsmanship. This weapon is unique to you, and no other creature can wield it effectively, and you may use it as a spellcasting focus for your Ranger spells. You may treat this weapon as a Musket, Blunderbuss, or Pistol for the purposes of Weapon Mastery. Crafting the weapon requires 8 hours of work and 100gp worth of materials. If the weapon is lost or destroyed, you can craft a new one during a long rest by spending the same materials. You can only have one Bonded Weapon at a time.

The Bonded Weapon has the following properties:

  • Ammunition: You must load ammunition to fire the Bonded Weapon. You can craft specialized ammunition during a long rest.
  • Range: The bonded weapon has a normal range of 60 feet and a long range of 240 feet as a musket and a normal range of 30 feet and a long range of 120 feet as a pistol, and a normal range of 15 feet and a long range of 60 feet as a shotgun.
  • Reload: After firing a number of shots equal to your Dexterity modifier (minimum of 1), you must use a bonus action to reload.
  • Damage/special features: A bonded rifle deals 1d12 piercing damage, a bonded pistol or shotgun deals 1d8 piercing damage. Additionally, a bonded rifle adds your proficiency bonus to attack rolls a second time, a bonded blunderbuss consumes 2 rounds of ammunition per shot but deals 2 dice worth of damage unless there is no second round to consume, and bonded pistols do not impose disadvantage when making ranged attacks within 5 feet of a hostile creature. 

Additionally, the firearm gains the following bonuses as you gain levels in this class:

  • +1 bonus to attack and damage rolls with this magic weapon at 5th level.
  • +2 bonus to attack and damage rolls with this magic weapon at 11th level.
  • +3 bonus to attack and damage rolls with this magic weapon at 15th level.

Level 3: Inside and Out

Starting at 3rd level, You gain proficiency with firearms. Additionally, your intimate knowledge of your bonded weapon allows you to reroll the attack once if you miss a ranged attack with your bonded weapon. You can use this reroll a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.

Furthermore, while attacking with your bonded weapon, you may expend a spell slot when you hit with an attack. The attack deals an additional 2d4 damage per level of the spell slot expended.

Level 7: Intimate Familiarity

Starting at 7th level, your mastery of your bonded weapon allows you to make a new modification to the weapon.

  • Gun blade: You fashion a dagger blade to your Bonded Weapon allowing you to make melee weapon attacks with your Bonded Weapon as though it were a dagger with all of the same benefits. After striking a target with your gun blade, that creature cannot make reactions until the end of your turn.
  • Piercing Blast: Spending some time perfecting your Bonded Weapon's cartridges has led you to blasting bullets that detonate in a 10 foot cone behind your initial target after passing through said target, dealing half the damage of the original shot. Any creature caught in the blast must make a Dexterity saving throw against your Ranger spell save DC. On a successful save, the creature takes no damage. 
  • Speedloader: You can use a free action to reload your Bonded Weapon. 
  • One in the Chamber: The last shot in your Bonded Weapon deals an extra die of damage.

Additionally, when a creature within your Bonded Weapon's range moves, you can use your reaction to make a ranged weapon attack with your Bonded Weapon against it if you reloaded on your last turn. 

Gun Blade

You fashion a dagger blade to your Bonded Weapon allowing you to make melee weapon attacks with your Bonded Weapon as though it were a dagger with all of the same benefits. After striking a target with your gun blade, that creature cannot make reactions until the end of your turn.

One in The Chamber

The last shot in your Bonded Weapon deals an extra die of damage.

Piercing Blast

Spending some time perfecting your Bonded Weapon's cartridges has led you to blasting bullets that detonate in a 10 foot cone behind your initial target after passing through said target, dealing half the damage of the original shot. Any creature caught in the blast must make a Dexterity saving throw against your Ranger spell save DC. On a successful save, the creature takes no damage.

Speedloader

You can use a free action to reload your Bonded Weapon.

Level 11: Bonded Weapon Mastery

Starting at 11th level, your bond with your Bonded Weapon grants you a unique effect depending on the weapon type you are bonded to. You can use this feature a number of times equal to your Proficiency Bonus.

  • Pistol - Fan Fire: Fires off all ammunition currently in the gun at once. The target of this action must mike a dexterity save against your ranger spell save DC, taking half damage on a success.
  • Musket - Headshot: Consuming your bonus action, you take a moment to steadily aim your musket, firing accurate shots. Any attack rolls that hit your target during this turn automatically critically strike. 
  • Shotgun - Double packed shell: You reload your shotgun with extra potent shells that deal double the rolled damage.

Level 15: Unerring Strike

You critically strike on d20 rolls of 18 or higher.

Additionally, when you score a critical hit, the target must succeed on a Constitution saving throw against your Ranger DC. On a failed save, the target is stunned until the start of your next turn, overwhelmed by the sheer precision of your strike. On a successful save, the target is not stunned but still takes the critical damage.

Comments

Posts Quoted:
Reply
Clear All Quotes