Ranger
Base Class: Ranger

Stalking that which goes bump in the night, Night hunters are cunning, intelligent fighters. Shrouded in mysticism, they are the natural enemies of beasts and monstrosities. These rangers fight with custom Fire-arms made for beast hunting.

Fire Arm Mastery

You gain profeciency with all one handed firarms. You can use a Firearm in you off hand to make attacks as if it where in your main hand.

Counter Attack

Starting at 3rd level if a creature misses a melee attack against you or if a creature hits or misses an ally with a melee attack within 10 feet of you and you have a loaded firearm, you may spend a reaction to make an opportunity attack against that creature. If the creature is one size category larger than your own or smaller, it must make a Constitution saving throw against the attack roll you made or be stunned until the end of your next turn.

Hunter Techniques

At 7th, 11th, and 15th level, you may choose a technique from the list below. You may not choose a technique more than once.

Crippling shot: Before you make a ranged attack with a firearm weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, the target's speed becomes 5. they may make a save against this effect at the end of their turn, the DC equals 10+your dex modifier+your prof. bonus

Threatening Stance: While wearing light armor or when you are unarmored, if you are wielding a firearm in your offhand, and another weapon in your main hand, add a +1 shield bonus to your AC. At 11th level increase this to +2, and at 15th level increase this to +3.

Sly Retreat: All opportunity attacks made against you have disadvantage.

Sweeping Slash: Before you make a melee attack with a melee weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If this attack hits you may deal equal damage to a creature adjacent to the first target. At 11th level increase this to 2 adjacent creatures.

Visceral Attack: If you hit a prone or stunned creature with a melee weapon attack, you can roll one additional weapon damage die and Gain temporary hit points equal to your Constitution Modifier + your proficiency modifier. Increase this to 2 dice at 11th level, and 3 dice at 15th level.

Communion

At 11th level, Whenever you consume a healing potion or an item restores Hit Points you can add one extra die to the hit points regained. Your Maximum Hit Points increases by the max amount of your hit die.

Inherit The Beast Blood

At 15th level you gain resistance to all non-magical damage

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