Base Class: Ranger
Legends are sung of epic duels, of final stands to end evil once and for all. Reality is rarely so clean. The Wild West didn't get its name from being so civilized, after all.
Lonestar Spells
You learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Lonestar Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3 | magic missile |
| 5 | branding smite |
| 9 | phantom steed |
| 13 | locate creature |
| 17 | geas |
Bonus Proficiencies
When you take this subclass at 3rd level, you gain proficiency in Animal Handling, Vehicles (Land), and firearms, assuming they exist in your setting.
Guns at Dawn
When you make an attack or cast a spell on a hostile creature within 60 feet, you can choose to declare a duel against it. A creature that accepts your duel – by attacking you, casting a spell on you, or otherwise taking hostile action towards you – is considered to be your Dueling Partner.
For the next minute, any creature who targets yourself or your Dueling Partner with an attack or spell must first make a Wisdom saving throw against your Ranger save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn’t protect either of you from area effects, such as the explosion of a fireball.
If either you or your Dueling Partner end their turn more than 60 feet away from each other, make an attack against a creature other than each other, or die, the duel ends, and the creature that ended the duel is considered to have lost the duel. For 1 minute after the duel ends, the creature that did not end the duel has advantage on all attacks against the creature that lost the duel.
A creature that does not accept your duel also suffers the effects of a lost duel. If the duel ends without either party having broken the duel, neither of you suffer the effects of a lost duel.
You can only have one Dueling Partner at a time, and you cannot declare a new duel while suffering the effects of a lost duel. This feature can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tit for Tat
If you are in a duel and you take damage from a creature that is not your Dulling Partner, you can use your reaction to make a weapon attack against the attacker. When you do so, you have advantage on the attack roll and do not lose the duel.
Steely Eyed
Your attacks deal 1d6 additional damage against your Dueling Partner and creatures that lost a duel against you. In addition, if such a creature forces you to make a Constitution saving throw to maintain concentration on a spell, you have advantage on the saving throw.
Fastest Hand in the West
When initiative is rolled, you can draw a weapon and make a weapon attack against any number of creatures that you can see, with a separate attack roll for each target. If your weapon requires ammo, you must have ammunition for each target.
Once you use this feature, you cannot use it again until you finish a long rest.
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Posted Oct 14, 2024This subclass is also available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/VzFb_-CweOlx