Base Class: Ranger
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. You also gain proficency in tinkerers tools.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. 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 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price
Firearm Knowledge
Starting at 3rd level you gain knowledge of how to craft two firearms of your choice from the list below. Each firearm requires a cost component to craft as designated by the pact with the unkown being. At every two levels you may interchange leaned crafts with another one if you would like. You may only hold two guns at a time. (Firing a gun is a dex check)
At 7th, 11th, and 15th level learn one more craft.
(You may change prices to fit your campaign just talk with your DM)
Firearms to craft
Arcane Rifle: Cost: 200g, Ammo: 10g (5), Damage: 2d12+(Level x Dex) Piercing, Weight: 25lb, Range: (200/800) Properties: Two-Handed, Reload 1, Misfire 3
Pistol: Cost: 150g, Ammo: 4g (20), Damage: 1d10 Piercing, Weight: 3lb, Range: (60/240), Properties: One-Handed, Reload 4, Misfire 1, Can duel-wield at disadvantage
Long Canon: Cost 500g, Ammo: 10g (2), Damage: 5d10 Piercing, Weight: 30lb, Range: (400/1000), Properties: Two-Handed, Must be prone and takes one action to stand up, Reload 1, misfire 5
Pepperbox: Cost 250g, Ammo: 5g (20), Damage: 1d10 Piercing, Weight: 5lb, Range: (80/320), Properties: One-Handed, Reload 6, Misfire 2
Makeshift Double-Barrel: Cost: 200g, Ammo: 5g (6), Damage: 5d8 Piercing, Weight: 12lb, Range: (15/40), Properties: Two-Handed, Reload 2, Misfire 6
Hand Morter: Cost: 50g, Ammo, 10g (1), Damage 2d8 Fire, Weight: 10lb, Range: (30/60), Properties: One-Handed, Reload 1, Misfire 3, Explosive
Single Shot: Cost 50g, Ammo: 2g (30), Damage 1d6 Piercing, Weight: 1lb, Range (40/160), Properties: One-Handed, Reload 1, Misfire 1, can be fired as a bonus action
Arcane Launcher(Req: 7th level): Cost 300g, Ammo: 20g (4 elemental, choose when crafting, can only choose 1 element when crafting a batch), Damage, 4d8 (Based on element), Weight: 15lb, Range: (30/60), Properties: Two-Handed, Explosive range (10)
Divine Judgement(Req: 15th level): Cost 500g, Ammo: 100g (1), Damage: 10d12 Radiant Damage, Weight: 20lb, Range: (300/1000), Properties: Two-Handed, Reload 1, Misfire 5)
Adept Gunsmith
Your knowledge of firearms goes way beyoned that of the vessl the fires the bullets. At 3rd level you gain the ability to craft two bullet types from the list below in addition to the regualr bullets. You gain one additional bullet knowledge at 7th, 11th, and 15th level. These bullets cannot be loaded into an arcane weapon or the divine judgement. The ammount crafted is the same as the weapon you are crafting the ammo for and can only be used in that specific firearm. The cost is 1.5x the regular bullet cost for the specified weapon. Unless specifed by bullet.
Incendiary: additional 1d6 fire Damage
Storm: additional 1d6 Thunder Damage
Forst: additional 1d6 Frost Damage
Air: With this bullet you may curve it around corners, make a DC14 dex check for each time you curve it. deals an additional 1d8 Piercing for each curve. If the DC is Failed the bullet hits ground.
Water: Heals target for 1d6+Dex+Cha
Piercing: additional 1d10 Piercing Damage
Wooden: Cost: 2g (6), additional 1d4 bludgening damage
Trick: Enemy must succed at Strength DC15 or be disarmed and suffer 1d6 psychic damage, if failed it misses.
Astral: Cost: 2x Regular, Can be fired through walls but user must make a percption DC15 or miss, if succeded additional 1d8 psychic damage
Explosive: Make DC15 Dex Check when firing. On a Succeed, Deals additional 3d10 in a 5 foot radius around imapct, on a failed check, the gun misfires and exploads back dealing 2d8 self damage and breaking the weapon
Holy(Req: 7th level): Cost: 3x Regular Ammo: Half of regular unelss its just one, Deals 3d8 Radiant unless undead then 3d12 radiant. Must have a Cleric or Paldin present when crafting
Perch
You have the intuition of a great marksmen and are at your best when steady. At 7th level you gain the Perch Feature and Perch points equal to half level+dex (Ex. Level 7, Dex 5= 6 Perch Points)
As a Bonus action on your turn you may Perch, While perched you are crouched down and any ranged attack made against you is made at disadvantege, unless you are in cover than the ranged attack gets a -10 to attack roll. Whild perched if an enemy you can see within 120 feet moves you may use a perch point to fire apon them. You gain a perch point for every nat 20 and you regain all perch points after a long rest
at 15th level while perched you become invisible until you attack
Focused Aim
You are really good at what you do and there no one better around. You are focused and precise and your aim is true. At 11th you gain the Focused Aim feature.
When ever you attack with a firearm a Nat 19 is the same as a 20 unless perched than so is a Nat 18.
Arcane Trick
Your pact with unkown being as granted you some knowlegde of the arcane and how it works. At 15th level you gain the Arcane Trick Feature.
Whenever you make a Nat 18, 19, or 20 One bullet is magically loaded into the gun you are holding. Your next shot deals an additonal 4d4 Piercing Damage. Unless your weilding the Divine Judgment then you must roll at Nat 20 and it deals an additional 2d10 radiant damage.
Previous Versions
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2/25/2022 2:43:13 PM
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5e
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3/19/2022 7:36:56 PM
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2.1
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