Ranger
Base Class: Ranger

Wild Tech Masters realize the use of both nature’s potent magic and the power of advanced technology. They combine these two different powers into devastatingly effective weapons, or potent healing devices 

Level 3: Wild Weapon

You create a Wild Weapon, which is either a ranged or melee weapon. A ranged weapon does 1d6 piercing damage on a hit, and a melee weapon does 1d8 bludgeoning, piercing, or slashing damage on a hit (you choose which type when you make the weapon). This damage increases as you gain levels, going one die size higher at 7th, and 11th level. You also gain features that require your Wild Weapon at 3rd, 5th, 7th, and 11th level. You can only have 1 Wild Weapon.

Wild Weapon- Melee

You create a melee Wild Weapon, which does 1d8 damage on a hit and increases damage to 1d10 at 7th level and 1d12 at 11th level. The weapon deals Piercing, Slashing, or Bludgeoning damage, which you choose when you create the weapon. The weapon is considered magical.

Wild Weapon- Ranged

You gain a ranged Wild Weapon that has 100 foot range and 300 foot long range, does 1d10 damage on a hit, and uses Dexterity for attack and damage rolls. It deals piercing damage.

Firearm Proficiency

You gain proficiency with all firearms.

Level 7: Nature Flare

You can, as a bonus action, cause your weapons to do an increased amount of damage, as a surge of nature magic flows through them. For one minute or until you lose concentration (as if you were concentrating on a spell), your weapons gain a bonus to damage rolls equal to your Wisdom modifier. You can use this feature once per short rest.

Tech Medic

 While taking a short or long rest, you can create a Medbot. A Medbot can, when commanded with a bonus action, move up to 20 feet and dose a creature. That creature then regains 1d6+ your Wisdom modifier hit points, and cannot benefit from this feature again until they take a short rest. The healing increases when you reach 7th level (2d6), 11th level (3d6), and at 15th level (4d6).

 

Reactive Medbot

You gain the ability to command your Medbot reactively to help a recently injured ally, for a lower effect. When an ally within 20 feet of you takes damage, you can use your reaction your Medbot to heal the creature for a number of d4s equal to the amount of d6s you normally heal with your Medbot. That ally cannot regain hit points from your Medbot again until they take a short rest.

Level 15: Wild Weapon Flurry

 As a bonus action, you can make two attacks with your Wild Weapon. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.