Base Class: Ranger
Exterminators are the right hand of the powerful, using their knowledge of both nature and science to optimize their bodies and equipment in the field. Equipped with a unique fighting style invented by the Tertian Empire in the third war, Exterminators prefer to use firearms in what they call "effective range." Allowing their style to take an advantageous position both in and outside of melee distance while firing. Exterminators are a popular hire for both organized good and crime, and their academies can be found pumping out prodigies to assist both crime lords and police leadership in turn.
Effective Range
When you select this subclass, you become an exterminator. Exterminators are close range firearms experts who can dart around targets and fire off devastating shots while avoiding direct confrontation in melee. You have proficiency with firearms. Your guns are most effective within 30 feet of the target; while within that range, you suffer no penalties ranged attacks may otherwise face against creatures you are attacking, as long as those penalties are not self inflicted. Within that range, you can expend spell slots when you hit an attack with a firearm, causing them to deal an additional 2d4 weapon damage per level of the spell slot expended. Outside of that range, your ranged weapon attacks cannot have advantage.
This 30ft range is known as your effective range; and will be referenced with other abilities. If a feature refers to a target, the target is the last creature you hit with an attack roll.
Show Off
3rd-level Exterminator feature
You can add your weapon's attack bonus to intimidation or performance checks where you wield a firearm as part of the check. Your attack bonus is doubled against objects falling or otherwise flying through the air. If making an ability check for the accuracy of your shooting, you can treat the check as if you have expertise.
When you reload a gun, you can do an extra fancy reload, putting the bullets in the gun in a unique and exotic way. Make a performance check against your ranger spell save DC. On a failure, you look like an idiot, while on a success you look quite cool.
Coordinated Mobility
3rd-level Exterminator feature
You are at your best when your targets cannot focus entirely on just you; inside your effective range, your firearm attacks gain a bonus to their damage for each other friendly creature within your effective range, up to a maximum of 10 extra damage (Your effective range is calculated as 30ft from the creature you are attacking).
In addition, you may extend this benefit to other firearm users within your effective range when they make firearm attacks. If two Exterminators of the same subclass are both targeting the same creature while using this effect on each other, the effect and it's maximum is doubled, and the attacks have advantage on the roll.
Danger Knack
7th-level Exterminator feature
You have a keen sense for danger, knowing when to move out of the way due to your close quarters combat training. When a creature within your effective range would attempt to deal damage to you, you can use your reaction to move up to your movement speed to any space within your effective range without taking opportunity attacks, potentially causing attacks to miss, or you to not be within the area of an effect.
Marked Streak
11th-level Exterminator feature
While inside your effective range, you may choose to mark the creature you are targeting for the firing squad as a bonus action for one minute. While marked, all ranged attacks again that creature deal additional damage equal to half your ranger level rounded down.
For each time in a row a successful attack lands against that creature from within your effective range, you build a streak. The streak ends if an attack misses that creature. When the streak reaches 10 stacks, that creature's attacks have half their effective and long range (min 5ft). If the streak reaches 20 stacks, their abilities with a radius have half that radius (min 5ft).If the streak reaches 50 stacks, the range of all their abilities is halved, as well as they space they cover (min 5ft).
Coordinated Assault
15th-level Exterminator feature
When another willing creature within 5 feet of you is subjected to a saving throw from an effect inside your effective range, you may instead use a roll of your acrobatics skill check in place of the saving throw's previous value, a number of times equal to your proficiency bonus. On a success, you can move that creature as if they had used your danger knack ability (using your movement speed). Recharges on a long rest.
If you use this on an Exterminator ranger, you can both benefit from this, instead of just the other creature. If you take no damage after using this feature, both of you may make a ranged weapon attack with a firearm against the creature who triggered this ability.
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