Ranger
Base Class: Ranger

Marksmen: Capone Archetype

 

 

Destiny... fate... dreams... These unstoppable ideals are held deep in the heart of man. As long as there are people who seek freedom in this life, these things will not vanish from the earth.

Trickshots

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 5th, 8th, 12th, and 16th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Heavy Ranged Weapon Proficiency

Starting at 3rd level gain proficiency with heavy ranged weapons allowing the use of muskets, blunderbusses, harpoons, ect.

Prowess with slipping in and out of combat grants you proficiency with medium armor

Keen Eye

Spirit of Laboon
Beginning at 3th level
Proficiencies with ranged weapons gives you mastery of fishing. 2 hours of fishing will provide you and your party with 3 days of rations. Advantage against fish-like creatures (including fishman)

Observant

Hindsight

Yasopp's Conviction

Starting at 11th level choose one of the following Feats

(a) Volley or (b) Whirlwind Attack

A. 10 foot area volley within your guns range all targets have to do a dex save or take double damage. You still have to an attack for everyone in the area. This is once a short rest. This a full action attack

 

B.Spin in a circle and auto hit anyone in your reach (5ft) melee focus attack you can do this attack twice per long rest. This is one melee attack yuo can do this twice in your turn

 

 

Starting at 11th level Learning the flow of combat you gained the ability to Uncanny dodge

Lucky Roux

Starting at 15th level Auto hit from a ranged weapon once per long rest.

"When you Wield a pistol you are risking your life. this isn't a toy"

 

 

 

Trick Shots Level 3 feature 

These trick shots are presented in alphabetical order.

  • Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

  • Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

  • Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

  • Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Trickshots

Trickshots

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 5th, 8th, 12th, and 16th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

 

  • Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

  • Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

  • Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

  • Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you. 

  • Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

  • Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

  • Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

  • Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Heavy Ranged Weapon Proficiency

Heavy Ranged Weapon Proficiency

Starting at 3rd level gain proficiency with heavy ranged weapons allowing the use of muskets, blunderbusses, harpoons, ect. Prowess with slipping in and out of combat grants you proficiency with medium armor. It allows you to add your full dex bonus to your medium armor instead of the set 2.

Spirit of Laboon

Beginning at 3th level Proficiencies with ranged weapons gives you mastery of fishing. 2 hours of fishing will provide you and your party with 3 days of rations. Advantage against fish-like creatures (including fishman)

Keen Eye

Beginning at 3th Level Become proficient with Observation Haki, When you reach 5th level double the range of all ranged attacks

 

Observant

Beginning at 7th level Mastery of observation haki allows you to take zero damage from spell/attacks's that would require half damage on a successful dexterity saving throw. 

Hindsight

Beginning at 7th level Perfection of Observation Haki allows you to impose disadvantage on a creature attacking you in a 30 foot sphere. Twice per long rest you can activate your haki it will last for 5 minutes. You gain one more charge at level 15 and a level 10 the time doubles.

Yasopp's Conviction

Starting at 11th level choose one of the following Feats

(a) Volley or (b) Whirlwind Attack
A. 10 foot area volley within your guns range all targets have to do a dex save or take double damage. You still have to an attack for everyone in the area. This is once a short rest. This a full action attack
B.Spin in a circle and auto hit anyone in your reach (5ft) melee focus attack you can do this attack twice per long rest. This is one melee attack yuo can do this twice in your turn

Lucky Speed

Starting at 11th level Learning the flow of combat you gained the ability to Uncanny dodge as a reaction once per long rest twice at level 15

Lucky Roux

Starting at 15th level Auto hit from a ranged weapon once per short rest. Only for a normal ranged attack

"When you Wield a pistol you are risking your life. this isn't a toy"

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