Base Class: Ranger
A ranger who has spent his life honing his skills with the use of muskets and rifles, capable of dealing enormous damage with a single bullet or killing an enemy a quarter mile away.
Musket Expert
You gain proficiency with firearms.
Additionally, you may choose one of the bonuses below.
Deadeye
When using a rifle or musket, a 19 counts as a critical hit.
Killshot
Critical hits with a rifle or musket always deal max damage.
Rifle Expertise
You double your proficiency bonus when using a rifle or musket.
Sniper
The long range of rifles and muskets is doubled. Ie. 40/120 range becomes 40/240 range.
Precise shots
At 7th level, you can add your proficiency bonus to damage rolls with firearms.
Additionally, you can gain another one of the features available at 3rd level, or one of the features listed below, provided you meet the prerequisites.
Deadeye II
When using a rifle or musket, an 18 or higher counts as a critical hit.
Eagle Eyed
Your perception and passive perception increase by 2, and you are capable of accurately perceiving objects at twice the normal distance.
Killshot II
When using a rifle or musket, critical hits double flat damage modifiers, not just dice.
Prepared Shot
As an action, you can aim your rifle or musket. Any attack made with that weapon on the next turn is automatically a critical hit.
Consistent Shot
At 11th level, Firearm attacks no longer suffer disadvantage at long range.
Additionally, you can pick one of the bonuses from 3rd or 7th level, or one of the bonuses below provided you meet the requirements.
Deadeye III
When using a rifle or musket, a 16 or higher is considered a critical hit.
Poison Expert
Poison added to a rifle or musket projectile will have it's damage effected by a critical hit.
Sniper II
Your long range for muskets and rifles is multiplied by five.
Unstoppable Shot
At 15th level, firearm attacks ignore resistance to piercing damage. Any attack from a rifle or musket will remove temporary hitpoints and deal full damage to the target's normal HP.
Additionally, you may choose a class feature from a previous level, or from this level, provided you meet the prerequisites.
Deadly Critical
Critical hits triple the damage dice. If you have the Killshot II feature, flat damage modifiers are also tripled.
Lethal Shot
A target hit by an aimed shot from a rifle or musket must succeed on a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier or take double damage from that attack.
Perfected Aim
Any attack using a musket or rifle that hits a target within normal range is automatically considered a critical hit.
Previous Versions
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7/15/2022 11:52:17 PM
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0
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1
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5e
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Coming Soon
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