Base Class: Ranger
Texas Rangers are known far and wide for the ferocity in battle and dedication to finding their mark. Seeing one gives a feeling of safety and unease due to their stoic faces and cold eyes. Rangers tend to travel solitary or in small groups depending on their target(s). They typically wear some sort of hat but always have a silver star on their jacket/armor signifying their position in the enclave. Some Texas Rangers have joined the Harpers, The Zentarians, The Lord's Alliance, and the Emerald Enclave, but most tend to roam from town to town or have Lords or City Guard Captains that consistently call on them to hunt for criminals. Texas Rangers will put achieving their goal before the morality of the actions it takes to accomplish their task. This tendency has branded some as outlaws, but their usefulness typically outweighs the small infractions they accrue during their jobs.
This subclass is intended to bridge the Gunslinger and Arcane Archer subclasses with the Ranger Archetype to recreate one of the most famous groups of lawmen, the Texas rangers. It uses ranger magic to emphasize and reinforce the tropes associated with the Texas Rangers. Allowing Find Steed to be cast unlimited times outside of battle ensures the ranger always has access to a mount, and adding the grapple ability to a whip helps to reinforce and assist this subclass is perfect for capturing criminals dead or alive. Weaving some of the ranger magic into the bullets helps to keep the style of combat revolving around firearms, but flexible enough that it isn't just shooting the same bullets every turn in combat.
Texas Ranger Magic
Becoming a Texas Ranger grants you access to certain spells.
Clockwork Spells
| Ranger LEVEL | SPELLS |
|---|---|
| 3rd | Find Steed (can cast outside of battle without expending a spells slot) |
| 3rd | Animal Friendship, Hold Person |
| 5th | Haste |
| 7th | Dominate Beast |
| 9th | Hold Monster |
These spells count as ranger spells for you and do not count against the number of spells you know
Bounty Hunter
At 3rd level your time spent hunting those wanted Dead or Alive has made you a formidable rider and your ability to chase those while on horse back is legendary. You gain the feat Mounted Combatant.
If you do not have proficiency with a whip you do now. The damage for a whip increase to 1d6 and on a hit you can use your bonus action to grapple the target. At the start of each of their turns, you can use your reaction to cause them to take 1d4 damage until the escape the grapple.
While tracking someone who is wanted by a city government or recognized faction (i.e. the Lord's Alliance), you can add the bonuses from the Favored Enemy Feature of this class to tracking the wanted person. You have advantage on persuasion checks to win bounty contracts.
Arcane Shots
You have learned how to use some of your spell casting and weave it into your shots. You can select 2 options at 3rd level and gain another at 7th, 10th, 15th, and 18th level. You have a number of these shots equal to your proficiency bonus and regain all shots when you finish a long rest. If the effects of a shot require a saving throw it is equal to 8 + proficiency bonus + wisdom modifier.
At 10th level, all of your shots deal an extra 1d6 damage of the weapon's type. This increases to 2d6 at level 15 and 3d6 at level 18.
Blinding Shot
You add a little extra gun powder in this shot. When it hits the target a little powder explodes in their face causing them to make a Constitution saving throw or be blinded for 2 turns.
Bullseye
Using divination magic, you grant your bullet the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The bullet flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the bullet to travel to the target, the target must make a Dexterity saving throw. Otherwise, the bullet disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the bullet, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Dreadful Shot
You use your arcane knowledge to cause your shot to create a thunderous boom when it strikes a target. The target and a number of creatures up to your proficiency bonus need the make a Charisma saving throw or be frightened by you for up to a minute. Frightened creatures can remake the saving throw as an action at the start of their turns.
Explosive Shot
You weave explosive magic into your shot. When the bullet hits the target, it explodes and hits up to 2 creatures within 5ft of the target dealing half the damage (rounded down, minimum of 1) as fire damage)
Line Drive
You use your magic to reinforce the bullet to pierce multiple targets. Each creature in a straight line out to the range of the weapon must make a Dexterity save to avoid your shot. On a failed save, creatures take an extra 1d6 force damage. On a successful save, creatures take half the damage. This damage increases by 1d6 at 10th, 15th, and 18th level.
Restraining Shot
When your hit a creature with your shot, ethereal lassos rise up from the ground and restrain the target. The creature hit by the target must succeed on a Wisdom saving throw or be restrained. The creature can use an action at the start of their turn to repeat the saving throw to end the effect. The effect will end after 1 minute or if you use this effect on another creature.
Shoving Shot
Infusing your shot with magic allows you to propel your targets backward. On a hit, you can force the target to make a Strength saving throw or be forced 15 feet in a direction in line with your shot. This shot does 1d6 Force damage at level 10 and 2d6 at level 15
Gunslinger
When you choose the Texas Ranger subclass, your mastery of guns gives you proficiency with them. You can reload one handed firearms even if you are dual wielding them. You also gain proficiency with Tinker's Tools so you can fix your guns. You can use the tinker's tools to create ammo for your guns at half the price they cost to buy. It takes 1 hour to make 10 pieces of ammo.
Stare Down
Your time spent dealing with outlaws has given you the ability to stare down any enemy. You gain advantage on saving throws made against being charmed or frightened. Intimidation checks also have disadvantage against you and you gain advantage on intimidation checks.
Fast Hand
At 7th Level your expertise with firearms allows you to ignore the loading quality of firearms, Dual wielding one handed firearms allows you to take 2 shots as a single action, and you can use your bonus action to take 1 extra shot during your turn or reload your weapon(s) (assuming the firearm can hold more than 1 shot). The range of all firearms increases by 10ft
Increased Arcane Shots
You become an expert and combining magic with your combat abilities. You can expend a spell slot to regain a number of Arcane Shot uses equal to half the spell slot rounded up (minimum of 1). You can use this feature twice and regain the ability to do so after a short or long rest.
Showdown
You take a turn to survey the battle field and another to make sure your weapons are loaded (during these turns you can still use your movement, but are forced to take the dodge action). You have spent so much time with your weapons that firing them is second nature. You can take a number of shots equal to the total amount of ammo you have loaded. You can fire all of the shots at one target or select from multiple targets within range. Each shot requires its own attack roll. On a Crit or dropping an enemy to 0HP you reload your weapons and continue firing. When you run out of ammo in your guns (No Crit or 0HP), run out of ammo, kill the last enemy, or choose to end this ability, the ability ends. If you take damage from a targeted attack, in the 2 charge up turns, you must restart the 2 turns to charge. You can use this ability once per long rest and at level 20 you can use this ability twice per long rest.
Previous Versions
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4/11/2023 11:20:19 PM
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