Base Class: Ranger
Mowhican are trained soldiers who patrol the wild fringes of civilization. Rangers who have swapped the bows and arrows of times past for the devastation and awe of a fusillade of black powder weapons. They are adept at surviving long journeys alone and battling any creatures, bandits or outlaws they encounter. They alternate between bringing justice to the frontier in small rural towns and patrolling remote borders through harsh environments.
Rifle Training
When you select this archetype at 3rd level, you gain proficiency with the Bayoneted rifle (cost 500g):
- can only be fired once per round, and requires a Bonus action or a second attack to reload after each shot.
- has a range of 300/400 ft
- has disadvantage on shots fired within 5ft but upon success deals an additional 2 fire damage.
- deals piercing damage on hit.
- is a two-handed heavy weapon.
- the affixed bayonet is a finesse melee weapon (5ft reach) that deals 1d4 piercing damage on a hit. plus two fire damage.
Professional Shooter
At 7th level, you have improved your ability to hit with ranged attacks. You have advantage on all ranged attacks made with your rifle against targets that are at least 30 ft away from you.
Mounted Shooting
At 7th level, you have learned to balance yourself while firing on horseback or from moving vehicles. You can fire your rifle while mounted without a risk of falling off. In addition, you can cast find steed using this feature, you cannot do so again until you finish a long rest.
Hearty Constitution
At 11th level, your years of living in harsh environments have left a mark on your body. You are proficient in Constitution saving throws and ability checks.
Ward Poppers
Starting at 11th level, you learn how to craft magically imbued bullets and ammunitions to overcome resistance/immunity to non-magical damage.
Shrapnel Rounds
Shrapnel Shot grants you the ability to craft these types of bullets:
Minnie Balls: Halves target's movement speed until the damage they took from the shot is healed.
Shrapnel rounds: Causes an additional 1d4 irresistible damage (does not affect undead or constructs) and an additional 1d4 damage at the start of the target's next turn, and the next, and so on, until they spend a full turn tending to their wound or are healed by any source.
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