Base Class: Ranger
Bushrangers have a complicated relationship with the denizens of the hellish landscape of Terra Stralis. To some, they are heroes; brave folk who stand up against a tide of oppression and tyranny. Yet there are others who see them as foul villains: murderers, and thieves. No matter the viewpoint, they are legends of the Outback. Famous rogues who follow not the laws of a country, but that of their own personal morality.
Outback Slang
At 3rd level, you gain the ability to speak and read a form of Thieves' Cant unique to the outlaws of Terra Stralis. Although it is indecipherable to most creatures, a successful DC 25 Intelligence check to understand this Thieves' Cant. The spell Comprehend Languages only provides advantage on this check.
Ambidextrous Fingering
From 3rd level, your training and roaming in the Terra Stralis Outback has provided you with a wealth of practice fighting with handguns and pocket pistols. The wilderness is harsh, and you need to rely on both hands rather than just one. You gain the following benefits:
- You have advantage on your Initiative rolls while you are wielding a weapon in each hand.
- When you take the attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm that you are holding.
- If you are proficient with your offhand weapon, you suffer no penalties and may add your proficiency modifier to your attack rolls.
- You can reload your firearm as a bonus action and you don't require a free hand to reload.
Wild Colonial Boy
Despite the sweltering heat, you know that the protection of heavy armor can stop even a bullet. At 3rd level, you gain proficiency in wearing heavy armor, and can use it to intimidate your foes, gaining advantage on Intimidation (Charisma) checks when wearing it.
A Bushranger's favored weapons are slick, quick and can kill at the click of a button. You gain proficiency wielding firearms.
Overlander
Beginning at 7th level, your aptitude in the heat and strange landscape has trained your body so that you resist the heat, even in full heavy armour. You become immune to the effects of hot climates, as described in chapter 5 of the Dungeon Master's Guide. Additionally, you gain advantage on Survival (Wisdom) and Nature (Wisdom) when foraging for food, tracking and traversing the wilderness.
Waltzing Matilda
Beginning at 11th level, you can use a bonus action on your turn to enter into a ready stance. While in this stance, you gain a special reaction that refreshes every time you are damaged by a creature.
You can use this reaction to make one weapon attack against the last creature that damaged you, provided that you can see the creature, and it is within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
This benefit lasts until the beginning of your next turn. Once you have used this ability, you must finish a short or long rest before you can do so again.
Such Is Life
Starting at 15th level, your tenacity and grit allows you to keep fighting despite grievous wounds. If you drop to 0 hit points while you’re wearing heavy armor and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.