Base Class: Ranger
Some rangers dislike magic and try to avoid it as much as possible. You, however, are no normal ranger. You've always taken a liking to firearms, specifically flintlock pistols and a hunting rifle, and decided to give magic a try. After learning for a long time, you've found out a way to infuse your ammo with certain magical capabilities. You have combined the arcane with firearms to produce something that is both terrifying and inspiring when put into effect.
Gunman Novice
Beginning when you select this archetype at 3rd level, you gain proficiency with renaissance style firearms and tinker's tools.
Firearm Insight
At level 3, you know your guns inside out. By spending 1 hour and 10 gold pieces, you are able to mend any damage to your guns and repair any broken parts.
As well as knowledge about your guns, you are able to craft ammunition for them. By using gunpowder, other necessary resources, 10 gold and 1 hour, you can craft 20 ammo of any kind for your guns.
Imbued Shot
By gathering magic forces within you, you manage to infuse your weapon with an arcane element of your choice. For the next 2 shots, your shots have added damage of the chosen element added to them. The elements that can be chosen from are:
- Acid
- Cold
- Fire
- Lightning
- Necrotic
- Radiant
As you further progress, at level 5, 9, 13 and 17 the initial damage of this ability increases with 1d4.
Afterblaze
When an enemy gets hit by one or more of your imbued shots, depending on the type of element you used to imbue the shot, the enemy gets a debuff on their first turn after they get hit.
- Acid: the enemy takes 1d6 damage and the weapon they use has a -2 to any damage it deals.
- Cold: the enemy takes 1d6 cold damage and their movement is slowed with 10 feet.
- Fire: the enemy takes 1d10 fire damage.
- Lightning: the enemy takes 1d6 lightning damage which sparks on to 2 other enemies in a 10ft range of them.
- Necrotic: the enemy takes 1d6 necrotic damage and is unable to regen health.
- Radiant: the enemy takes 1d6 of radiant damage or 2d6 if the enemy is undead.
All of these effects last until the end of that enemies turn, after which they subside.
Nimble Shot
As a reaction to an enemy melee, ranged or spell attack, you can choose to counterattack with 1 of your guns. This reaction can also apply Imbued Shot effects.
Additionally, when missing a shot at an enemy, your next shot will have a chance to ricochet off its target and hitting another target.
Dual Wielding
After a while you've become quite accustomed to your guns. Starting at level 11, while wielding a pistol, you can choose to wield a secondary pistol. Casting spells no longer requires somatic components. Only the primary pistol can shoot Imbued Shots.
Double Trouble
The effect of Afterblaze now lasts for double as long. On the first turn of its effect, the amount of die thrown is doubled.
Previous Versions
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9/1/2019 8:56:57 PM
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