Base Class: Ranger
You have learned many things in your life, and eventually learned how to take lives, and it turned out you were pretty good at it, which led you to the wonderfully lonely life of a Bounty Hunter. Have fun!
Level 3: Bounty Hunters Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than large and that has a challenge rating of 1 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its Hit point maximum equals the hit point number in its stat block, when you would level up it gains health equal to 1d12 plus its constitution bonus. Like any creature, it can spend Hit dice during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your Reaction to verbally command it to take the Attack, Dash, Disengage, or Help action, you can also command it to take the Dash, Disengage, or Help action on its turn. If you don't issue a command, the beast takes the Dodge action. If it has a multiattack and you command it to attack it can attack the amount of times you told it to.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 2 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Firearm Proficiency
Starting at 3rd level you gain proficiency with firearms and Magitek weapons. Allowing you to add proficiency bonus to any attacks made with those weapons.
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 and Magitek are pretty new technology, and as such are very experimental. Some experimental properties are followed by a number, this number signifies an element of the property.
Reload. The weapon can be fired a number of times equal to its reload score before it must spend 1 attack or 1 action to reload. You must have one free hand to reload a weapon.
Malfunction. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's malfunction score, the weapon malfunctions. 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 + malfunction score). If the check fails twice the weapon is broken and must be mended out of combat at a quarter of the cost of a firearm. Creatures who use a firearm without being proficient increase the weapons malfunction score by 1.
Ammo
All magitek weapons and firearms require ammo to make an attack, and due to their rare nature, ammo may be near impossible to find or purchase. If materials are gathered, you can craft ammo yourself using Tinker's tools at half the cost. Each Firearm uses its own unique ammo and is generally sold or crafted in batches listed below next to the price.
Firearms
A list of firearms will be given to you when you play this class.
Bullet spray
At the 3rd level, you have learned how to unload your gun into a grouping of people without reloading, but you still have the negative of having a possible roll 1D6, and for each bullet shot into the group, the difficulty of the dice throw increases. With only one bullet, it is 1/6, and it continues throughout.
Level 7: Spray control
At level 7, you gain the ability to control how your firearm reacts to the fast release of your bullets. You may now release all the bullets into one specific creature, and for every bullet you release, you may decrease the chances of a malfunction. Now, instead of 1 for the malfunction of one bullet, it can not malfunction.
Quick draw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn and fire it with a -1d4 to hit.
Hard to handle
Beginning at 7th level, you can reroll a saving throw or ability check that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a short rest.
You can use this feature twice between short rests starting at 13th level and three times between short rests starting at 17th level.
Rapid reload
Starting at 11th level, you can reload any firearm as a bonus action, If you are wielding another weapon in your other hand you may still reload one firearm, and then shoot twice after the reload.
Muli attack
starting at 11th level you gain the ability to attack a second time when you take the attack action
Crit control
At 15th level, your firearm and magitek weapon attacks score a crit hit on a roll of 19-20, and when you would score a crit hit with a firearm of magitek weapon, the target additionally suffers half the damage from the attack at the end of its turn.