Ranger
Base Class: Ranger

A lone wolf who lives for the perfect shot.

Ingenuity

Starting at 3rdevel, during your time in the wilds, you spent a large amount of time tinkering with various explosives and metals to create a powerful new weapon. You gain the following benefits:

You gain proficiency with Tinker's Tools.

You have advantage on History checks to recall information on mechanical devices.

Gunslinger

At 3rd level: After years of tinkering, you have created a previously unheard of weapon: the Hand Cannon.

This weapon uses Dexterity as it's attack and damage modifier, deals 1d8 piercing, and has a range of 30/70 feet. The Hand Cannon can fire 9 times before it must be reloaded, requiring an action to do. It uses bullets as ammunition, and you are proficient with it. If you lose your Hand Cannon, you can craft another one using 25 GP(for materials) and 3 hours on tinkering with said materials. You can also craft ammunition using 5 GP and 1 hour of crafting, which can be done during a short rest. This process makes 37 bullets.

Marksman's Flame

Starting at 7th level, you learn the properties of Solar Light, a magical fire essence that bleeds into this world from the Elemental Plane of Fire, which you weave into your attacks. You gain the following benefits:

Chains of Woe: When you hit an enemy with a critical hit with your Hand Cannon, the enemy must make a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.

Crowd Pleaser: Your Hand Cannon gains the light property. If you hit with a Hand Cannon attack and a thrown dagger in the same round, your next reload only takes a bonus action.

Combustion: Your Hand Cannon deals an additional 1d4 fire damage on a hit.

Golden Gun

Starting at 11th level, You become adept at utilizing Solar Light, able to completely overcharge your Hand Cannon with fire.

As a bonus action, you coat your Hand Cannon, and yourself, in magical fire. Once per long rest, for 1 minute or until you make 3 attacks with your Hand Cannon, you gain the following benefits:

Your Hand Cannon's damage changes to 3d6 fire damage.

Your Hand Cannon counts as magical for the purposes of overcoming resistance and immunity.

Before making your first Hand Cannon attack in a round, you can forgo your extra attack to instead gain advantage and an extra 1d6 fire damage.

This also ends early if your Hand Cannon exits your hands.

Gunslinger's Trance

Starting at 15th level, You master control over Solar Light, bending it to your will. You gain one of the following benefits of your choosing:

Celestial Nighthawk: You focus your Golden Gun's fire into a single, devastating strike. The amount of Hand Cannon attacks you can make before Golden Gun ends early is reduced to 1. 

Your Golden Gun now deals 5d12 fire damage on a hit.

If an enemy is immune to fire damage, your Golden Gun treats it as resistance. If it has resistance, your Golden Gun ignores it.

Ophidia Spathe: You imbue yourself with Solar Light, passively allowing it to enhance your combat prowess.

Your Combustion feature's damage increases to 1d8

You gain immunity to fire damage

When you get a kill with your Hand Cannon, you can make an extra attack with it at no cost

Once per short rest, you can treat any enemy without weakness to fire damage as weak to fire damage for one attack. This can be done after the attack hits, but before you roll damage.

Celestial Nighthawk

You focus your Golden Gun's fire into a single, devastating strike. The amount of Hand Cannon attacks you can make before Golden Gun ends early is reduced to 1. 

Your Golden Gun now deals 5d12 fire damage on a hit.

If an enemy is immune to fire damage, your Golden Gun treats it as resistance. If it has resistance, your Golden Gun ignores it.

Ophidia Spathe

You imbue yourself with Solar Light, passively allowing it to enhance your combat prowess.

Your Combustion feature's damage increases to 1d8

You gain immunity to fire damage

When you get a kill with your Hand Cannon, you can make an extra attack with it at no cost

Once per short rest, you can treat any enemy without weakness to fire damage as weak to fire damage for one attack. This can be done after the attack hits, but before you roll damage.

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