Base Class: Ranger
Cattleman Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Cattleman Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Cattleman Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Animal Friendship |
| 5th | Rope Trick |
| 9th | Haste |
| 13th | Dominate Beast |
| 17th | Hold Monster |
Peacekeeper
When you choose this archetype at 3rd level, you gain proficiency with firearms, whips, and tinker’s tools. Your ability to shoot while mounted is refined to the point where you take no penalties to the attack roll when shooting with light firearms, such as pistols, from a moving mount. You can designate one firearm you own as a Peacekeeper after disassembling and reassembling it in a one hour ritual of bonding with the firearm. When you take the attack action with this bonded firearm you can enforce the peace of your homeland by expending several rounds in a rapid fire move called Fanning. You can do this a number of times equal to your proficiency modifier, recharging at a long rest. You must not have a shield equipped to do so, and your misfire score increases by 1 during your Rapid Fire. Once you use Fanning, it takes your action next turn to reload the weapon after your Fanning ability is used. The amount of shots your firearm can take is limited by your levels in this class, and cannot go above your firearm's magazine. 2 shots with three levels in ranger, 3 shots with Six levels in ranger, 4 shots with Nine levels in ranger, 5 shots with Thirteen levels in ranger, and 6 shots with Seventeen levels in ranger.
Call of The Wild
Also at 3rd level, your expertise and know-how of dealing with animals allows you to create a supernatural bond. As many times as your wisdom modifier per day, you can cast Find Steed at will with a casting time of 1 action, it's hp being 5 x your level in this class + your wisdom modifier. At 11th level, the spell evolves to Find Greater Steed. These mounts last for 24 hours. Finally, any rope in your hands is equal to a mundane whip, a +1 whip at 5th level and a +2 whip at 13th level.
Eagle Eyes
At 7th level, your skills over firearms grows, making you an even more prodigious marksman. The range of all firearms is increased by 50% for you and you ignore the loading quality of firearms with which you are proficient.
Deadeyes
At 11th level, you gain the ability to infuse your bullets with your own magic, allowing you to focus and perform a shot so precise it magically tracks its target. You have advantage on joining initiative if you are mounted. When taking the attack action with a firearm, you can spend one of your spell slots to empower this attack with trick shots. When you do so, this attack is not made at disadvantage when firing at long range or against an enemy within 5 feet of you.
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, expending a spell slot.
You learn an additional trick shot of your choice at 13th and 17th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The DC for you trickshots maneuvers are equal to your spell save DC.
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 spell slot 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 spell slot 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 spell slot to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one spell slot 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 spell slot 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 spell slot to attempt to fire through multiple opponents. If the weapon does not have a misfire it gains a misfire of 0 for the purposes of the following formula. 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 spell slots to enhance the volatility of the attack. If the weapon does not have a misfire score it gains a misfire score of 0 for the purposes of following calculations. For each spell slot 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 spell slot spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one spell slot 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.
The Fastest Hands In The Realms
At 15th level, your whip mastery, spellcasting and shooting have become so natural to you that you are able to weave one and the other seamlessly. Whips in your hands deal 2d8 extra fire or radiant damage. When you make a ranged weapon attack using a firearm against one creature, you can cast one ranger spell you know as part of the same action. You can use this feature a number of times equal to your wisdom modifier. You regain all uses of this ability after finishing a long rest. When it comes to summoning a steed with your Call of the Wild feature, it can now summon any creature less than or equal to 1/4 ranger level rounded down in CR monstrosity, beast, celestial, or fey mount so long as it has 4 legs and is size large or higher (non homebrew only). Finally, your peacekeeper firearm can do a Spinning Trick as a reaction to parry an attack. You add your wisdom modifier to your AC against one melee attack roll that would hit you.
Previous Versions
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3/27/2024 4:01:56 AM
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