Base Class: Ranger
You are a scoundrel gunslinger, and you use your guns to get what you want. But you still have a connection to nature, and can cast spells as well.
Gunslinger
At 3rd level, you gain proficiency with all guns and ignore the loading quality of guns.
Cunning Shot
You are cunning. Starting at 3rd level, once per round, if you have advantage on an attack roll with a gun, you can deal an extra 1d6 damage of the gun's damage type. You don't need the advantage on the attack if you have an ally within 5 feet of the creature, that ally isn't incapacitated, and you don't have disadvantage on the roll. The damage increases as you level up. 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.
Rapid Fire
At 7th level, on your turn, you can enter a rapid fire. Any time you attack with a gun while rapid fire is active, you attack twice with disadvantage. This effect lasts until the end of your turn. You may use this ability a number of times equal to your wisdom modifier(minimum of 1). You regain all expended uses on a short or long rest.
Spellslinger
At 11th level, you can infuse your shots with spells. On your turn, you can use a bonus action to infuse a spell you know into a gun you have in your hand. You still expend a spell slot, but no effects happen immediately. If your next shot with that gun hits, the spell's effects happen, along with any damage or effects from the shot. Any attack rolls specified by the spell automatically hit, and if the spell requires a saving throw, the target hit has disadvantage on the saving throw.
Death Bullet
At 15th level, if you land a critical hit on a creature with a firearm, gain the damage of sneaky shot, and roll maximum damage, the target instantly dies.
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Posted Aug 30, 2018Hey everyone! Continuing on my way to doing a modern version of every class, here is the Renegade, a kind of mix between ranger, gunslinger, and rogue. Hope you like it! Exowarrior is next.