Ranger
Base Class: Ranger

Crafting specialized firearms these rangers are able to imbue their weapons with magic and combine two of the deadliest forces in the world.   

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.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

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.

Imbued Shots

Opon taking this Archetype at the third level You gain 3 of the following enchantments. You can switch your selected enchantments after a long rest. Once an enchant is used, it cannot be used again until you take a short rest. As a bonus action, you can enchant your gun with one of your selected properties. All properties last a minute, and any shot fired from that weapon in that time gains the effects of the enchant. and all attacks from an enchanted firearm are considered magical. Enchanting a weapon adds 1 to its misfire score, and if the gun misfires, all enchantments vanish. 

You Gain an additional 2 enchantments at level 7 and 1 additional enchantment at level 15

Any enchantments can be upcasted to add an additional minute to the effect.

Acidic shot

The weapon's damage type becomes acid. If you score a critical hit with this damage type, The targeted creature must make a CON saving throw or be poisoned for up to a minute. The creature can make a CON saving throw at the end of its turn to try and shake the effect.

Upcasting to level 1 forces the target creature to make the save on any hit and adds 1d6 damage to the shot and if poisoned the creature takes half of the damage of the original hit at the end of each of its turns until it succeeds on its saving throw.

Enhanced critical

You make a critical shot on a 19 or 20 on your attack roll.

Upcasting to level 1 adds 1d8 damage to a critical hit. Up to 5d8 at level 5.

Note you do not get this additional crit damage if you score an automatic crit from the assassinate spell.

Fire shot

The weapons damage type becomes fire damage. If you score a critical hit with this damage type, The targeted creature must make a CON saving throw, or is set on fire and takes 1d4 damage every turn for up to a minute. The creature can make a CON saving throw at the end of its turn to try and shake the effect. 

Upcasting to level 1 forces the target creature to make the save on any hit and adds 1d6 damage to the shot.

Ice shot

The weapons damage type becomes cold damage. If you score a critical hit with this damage type, The targeted creature must make a CON saving throw, or its speed is halved for up to a minute. The creature can make a CON saving throw at the end of its turn to try and shake the effect. 

Upcasting to level 1 forces the target creature to make the save on any hit and adds 1d6 damage to the shot.

Lightning shot

The weapons damage type becomes lightning. If you score a critical hit with this damage type, every creature within 5 feet of the target must make a DEX saving throw or take half of the damage the target creature took.

Upcasting to level 1 forces the creature within 5 feet of the target to make the save on any hit. And adds 1d4 damage to the shot.

Scoped

You can fire up to the weapon's long-range limit without disadvantage.

Upcasting to level 1 adds +2 to your attack roll up to +10 at level 5

Seeking shot

You ignore ½ or ¾ cover. 

Upcasting to Level 1 allows you to target creatures marked with your hunter mark that are within 30 feet of you, even if they are in full cover or out of sight, with a minus -2 to your attack roll if they are behind full cover and -1 to your attack for every turn your shot has to make. This increases by 20 at higher levels. Up to 110 feet at fifth level.

You must have seen the creature go behind full cover or out of sight to target them, or an ally can expend a bonus action explaining to you where they went

Speedy reload

You can reload this weapon as a bonus action.

Upcasting to level 1 adds 1 to the weapons reload score up to +5 at fifth level.

Staggered strike

You can make up to three shots aimed at a creature; these shots are suspended in time for up to the duration of the enchantment. You can use a bonus action to fire all of the shots at once at the target. You only roll to hit once you fire the shots.

Upcasting to Level 1 allows you to make one more shot that is suspended. Up to 5 extra shots at level 5.

Thunder shot

The weapons damage type becomes thunder if you score a critical hit with this damage type. The targeted creature must make a STR saving throw or be knocked prone.

Upcasting to level 1 forces the target creature to make the save on any hit and adds 1d6 damage to the shot.

Freedom of shots

When you reach 7th level. when you take the dash, hide, disengage, dodge, or grapple you can also take 1 shot at disadvantage.   

Arcane Firearms

Upon reaching 11th level, You can Place two enchantments at a time onto a single firearm you can not put two enchantments that change the damage type of the weapon at the same time.

Enhanced Imbued Shots.

At 15th level, Your base enchantments act as if they were upcasted to level 1, Upcasting to level gives the effects of a level 2, and so on casting as a 5th level gives the effects of the 4th level spell and you gain an additional +2 to hit and 1d8 damage.  

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