Base Class: Ranger
Bastet have discovered the toll of their actions, vowing to invest their capabilities into assisting others and protecting those that they consider their own. Watching over them and ensuring that they shall be enabled to do great things. Bastet are often sought out due to their parental traits, words of wisdom, and being natural leaders. It's often stated that they tend to discover those that require their services most, always ready to provide their aid wherever they deem fit.
(Please note, contact Seras for the automation for the class features!)
Fabled Firearm
Starting at 3rd level, you have discovered a firearm that you deem as your prized possession. It has a history that you deem either honorable or horrific. One that you either wish to respect, or move past. Regardless, it is bound to you and has become your mainstay weapon of choice.
You gain proficiency with firearms. In addition, you may select one firearm to become your Fabled Firearm. Your Fabled Firearm fuels your class features and cannot be disarmed from you unless you fall unconscious or die.
In addition, you can use your Fabled Firearm as a spellcasting focus for your ranger spells.
Medicinal Mastery
Starting at 3rd level, you have made an oath to an individual. Whether it’s to yourself or another being, it expands your methods into healing rather than harming.
You gain proficiency in the Medicine skill. If you already have proficiency, you gain expertise. (Note, need to add expertise manually due to DDBeyond's coding)
You’ve discovered ways to use your Fabled Firearm for patching up others. As an action, your can fire a healing dart from your Fabled Firearm to heal an ally for 1d8 + your Wisdom modifier. You have a number of healing darts equal to your Wisdom modifier (minimum of 1). You conjure up any expended healing darts after finishing a long rest.
In addition, you may expend a spell slot to increase the healing potency of your darts. Any extra healing done by expending a spell slot is 1d8 for a 1st-level spell slot, plus another 1d8 for each spell level higher than 1st.
Necessary Naptime
Starting at 7th level, you discover a way to prevent fights from even starting. After all, who doesn’t enjoy a good nap?
You gain the ability to fire a sleep dart from your Fabled Firearm. As an action, you can make a ranged attack with your Fabled Firearm through a tranquillizing dart that does no damage. On a hit, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or fall asleep for 1 minute. The target wakes up if it takes damage or if someone uses an action to wake it up.
You have a number of tranquilizer darts equal to your Wisdom modifier (minimum of 1). You conjure up any expended tranquilizer darts after finishing a long rest.
S.M.A.R.T Splash
Starting at 11th level, your tinkering to your firearm taught your a way to affect multiple allies and enemies at once.
You gain the ability to throw a S.M.A.R.T Splash flask. As an action, you can throw the flask at a point within 60 feet. Each creature within a 20-foot radius sphere centered on that point must make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 3d6 necrotic damage and be unable to regain hit points until the end of your next turn. On a successful save, the creature takes half as much damage and is able to regain hit points.
Additionally, all allied creatures within the area regain hit points equal to the damage dealt. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You conjure up any expended S.M.A.R.T flaks after finishing a long rest.
Encouraging Empowerment
Starting at 15th level, you gain the ability to boost an ally's abilities to become far greater. Allowing them to tap into their true potential and surge with powerful energy influenced by your magical darts.
As an action, you can fire an enhancing dart towards an ally within 30 feet and give them a boost of energy.
For 1 minute, the target has advantage on attack rolls, saving throws, and ability checks. Additionally, the target gains temporary hit points equal to your Ranger level + your Wisdom modifier. You always carry two enhancement darts. You conjure up any expended enhancement darts after finishing a long rest.
In addition, you are now able to conjure up any expended healing darts from your Medicinal Mastery feature after finishing a short rest instead of a long rest.
Previous Versions
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4/14/2023 10:22:49 PM
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5/1/2023 7:44:04 AM
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Coming Soon
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