Base Class: Ranger
Combines the use of magic and guns to fight.
Ammo Points: You have ammo points equal to your gunslinger levels. you can also covert spell slots to points.
|
SPELL SLOT LEVEL |
Ammo POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
|
5th |
7 |
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
you also get proficiency with Tinker’s Tools. You may use them to repair damaged firearms, or even draft and create new ones
Gunpowder Skin
At 3rd level, your hands have become infused with gunpowder. You can produce gunpowder and ammo in your hand while reloading in combat.
Favored weapon
At 3rd level you pick one weapon that becomes your favorite. Attacks with the favored weapon gets a +2 to hit
You can change your favored weapon at the beginning of each day.
Variant ammo
At 3rd level, you can convert spell slots to ammo points. You can use these points to craft different types of magical ammo.
Explosive ammo: You create rounds that explode on contact, with the potential to damage adjacent targets. Any creatures within 5ft of the target must succeed a Dexterity Saving Throw of 8 + your Proficiency + your Intelligence Modifier or be dealt 1d6 per 3 levels in gunslinger. Cost 5 ammo point
Cryo ammo: You create rounds that absorb heat as they are fired, dealing cold damage instead of piercing. Cost 1 ammo point
Pyro ammo: You create rounds that burn as they are fired, dealing fire damage instead of piercing. Cost 1 ammo point
Stunning Rounds You create rounds that cause intense pain to the target, and may leave them momentarily stunned. Target must succeed a Constitution Saving Throw of 8 + your Proficiency + your Intelligence Modifier or be stunned until the end of your next turn. Cost 4 ammo points
Crippling ammo: You create rounds that wreak havoc on the target, reducing their movement speed by 10ft until the start of your next turn. Cost 2 ammo points
Short ranged gunner
At 7th level, you no longer get disadvantage due to target being to close. It is also now a bonus action to reload in combat.
Explosive Reaction
at 11th level, you gain the ability to use your reaction to make an attack roll against a ranged attack (physical or magical) and deflect/block the attack. you must have your gun loaded prior to the reaction.
You also gain
Anti-magic shot: you create a round that can dispel magical effects when the hit there target. Disintegrates on contact and does no damage. Cost 5 ammo points.
Dead-eye
At 15th level, you become well trained in finding enemy's weak points. Your firearm attacks score a critical hit on a roll of 19-20
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