Base Class: Ranger
It is often a ranger's job to walk the line between civilization and the natural world, bridging the gap between them to forge a sort of symbiosis. Some rangers, known as mana riflers, have taken it upon themselves to make this symbiosis tangible. They have earned their name through their ability to draw natural energy, or "mana," into their handmade firearms, and use that energy to repel foes and aid allies alike. While no two mana riflers are the same, they can often be found cultivating the bonds between mankind and nature, and tend to use their rifle not as a tool for war, but as a means of supporting others.
Mana Rifle
Over time, you have slowly constructed a magical-mechanical ranged weapon, which you can imbue with magical energy. This energy comes from the land itself, forming a unique harmony of nature and engineering.
When you choose this subclass at 3rd level you obtain a mana rifle. It is assumed you have been slowly prototyping and crafting it up to this point. The rifle counts as a ranged martial weapon, with which you are proficient. The rifle deals 1d10 piercing damage, weighs 7 pounds, has a range of 80/320 feet, and has the ammunition, loading, and two-handed properties. It uses sling bullets for its ammunition. The aesthetic design of the rifle is yours to decide. If your mana rifle is destroyed, you can spend 8 hours of work with tinker's tools and 30 gp worth of wood and metal to create a new one.
Additionally, you can charge magic into a bullet you load. Before you make an attack with a mana rifle, you can expend one spell slot to add your choice of cold, fire, or lightning damage to the attack, in addition to the rifle's normal damage. The extra damage is 1d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 5d10. If the shot misses, you do not regain your expended spell slot.
Novice Engineering
Building a rifle requires some training in the ways of engineering. You gain proficiency with tinker's tools, and learn the mending cantrip. This cantrip counts as a ranger spell for you.
If you already have proficiency with tinker's tools, you gain proficiency with another tool set of your choice.
Touch of the Land
Starting at 3rd level, you gain access to various spells, granted to you at 3rd, 5th, 9th, 13th, and 17th level. Once you gain access to a Mana Rifler spell, you always have it prepared. Mana Rifler spells don't count against your known spells.
If you gain a Mana Rifler spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
| Ranger Level | Spells |
|---|---|
| 3rd | cure wounds |
| 5th | invisibility |
| 9th | protection from energy |
| 13th | stoneskin |
| 17th | greater restoration |
Specialty Ammunition
Starting at 7th level, you've learned how to channel your mana into the bullets you load up, granting them additional benefits.
As a bonus action, you can imbue a spell with the Touch range into a bullet. This uses up a spell slot of the spell's level as usual, and will remain imbued until you fire the bullet. When you fire a bullet imbued with a spell, it will not do normal damage on a hit. Instead, the bullet will activate the imbued spell effect as though you had cast it, targeting the creature it hits. If you hit with a bullet imbued with a spell that calls for an attack roll, the roll is an automatic success. If the imbued spell calls for a saving throw, the targeted creature must still make the saving throw.
The maximum number of bullets you can have imbued with spells at one time is equal to your proficiency bonus. If you try to exceed your maximum, the oldest imbued bullet becomes nonmagical, and then the new bullet is infused.
Tranquilizer
By 11th level, your training has taught you that battles can be won peacefully, as opposed to ruthlessly.
When you imbue a bullet with magic, instead of storing a spell inside it, you can expend any spell slot to make a tranquilizer bullet. When you hit with a tranquilizer bullet, it only does 1 piercing damage. However, a creature hit by a tranquilizer bullet must make a Constitution saving throw against your spell save DC. The target has advantage on this save if it has more than half of its maximum Hit Points remaining. On a failure, the target falls unconscious for a number of minutes equal to the level of spell slot expended.
A creature that is knocked unconscious in this way will wake up if it takes any damage, or if another creature uses its action to shake it awake.
Combat Rally
By 15th level, your support skills have grown enough for you to urge your allies onward with gusto.
As a bonus action, you can let out a rallying cry. When you do so, choose any number of creatures within 60 feet of you that can hear you, other than yourself. Those creatures gain the benefits of the bless spell, without you requiring concentration.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
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