Base Class: Ranger
You’re a prodigy with firearms—whether custom-built or "salvaged" (usually stole...heh) from lost technology. With nerves of steel and precision born of countless hours of practice, you turn every fight into a calculated standoff. You balance clever positioning, tactical reloads, and deadly trick shots to dominate the battlefield. Anyone challenging you to a gunfight must be outta' their minds to ask someone like you to one.
If anyone truly does challenge you-then they best ask for a countdown.
Level 3: Gunslinger's Arsenal
When you choose this archetype at 3rd level, you gain proficiency with firearms (DM's discretion on specific types), tinker’s tools, and one of the following: Arcana, Investigation, or Sleight of Hand.
- Quickdraw
Add your Dexterity modifier on top of your Initiative if you hold a Firearm when entering combat.
Also be able to use your Firearm once again as a bonus action without any To Hit modifiers to the Attack Roll.
- Firearm Mastery
You can ignore the Loading property of firearms you're proficient with, and you can reload as part of any attack or bonus action. Additionally, you can use firearms as spellcasting focuses for your ranger spells.
- Trick Shots
You learn two trick shots of your choice (detailed below). You gain additional shots at levels 7, 11, and 15. You can use a trick shot once per turn when you make a firearm attack. You may use a number of trick shots per short or long rest equal to your proficiency bonus.
Level 3: Trickshot Savant
You’ve elevated your marksmanship into an art form, bending physics, curving bullets, and turning impossible angles into deadly advantages. You have up to four Trickshots up your sleeve at the moment, but unlock more at levels 11, 15, and 18. Trickshots use your standard Attack roll, and deal damage equal to your weapon's damage die with no modifiers. All creatures, if hit, are required to make a saving throw to resist some effects. (DC = 8 + proficiency bonus + Dexterity modifier.)
Trickshots are restored every short rest with a 1d4 (becomes 1d6 at level 18)
Trickshot Options:
- Disarming Shot
- Force the creature hit to make a Strength saving throw. If failed, the creature drops a held item of the Player's choice.
- Trip Shot
- The target hit is forced to make a Strength saving throw. If failed, the creature is forced into a Prone condition.
- Wing Clip
- This shot reduces a creature's main mobility feature(s). On a failed Dexterity saving throw, creature's movement speed is reduced in half and loses the ability to fly if it was able to fly.
- Grappling Shot (11th level unlock)
- The bullet drags the creature 10 feet towards you on a failed Strength or Constitution saving throw.
- Omniscient Bullet (18th level unlock)
- The bullet phases through all types of terrain to ensure the target is hit. Fire one bullet that ignores all types of cover and line of sight, as long as the enemy is within range and you know where they exactly are.
Level 7: Deadeye Precision
Aim more precisely, more refined, and put down those who dare to underestimate you with one shot or more.
- When you make a ranged weapon attack with a firearm, you can choose to take a –2 penalty to the attack roll. If the attack hits, it deals additional damage equal to your Ranger level + 2.
- Cover no longer grants advantage against your firearm attacks. You ignore half cover, and three-quarters cover only grants half cover instead.
Level 11: Bulletstorm
Enter into a trance-where you unleash a flurry of bullets, essentially becoming a storm, and overwhelm any amount of enemies with your guns.
As a bonus action, you can enter a Bulletstorm stance for 1 minute (usable once per long rest), and while you're in this stance:
- You may make an additional firearm attack when you take the Attack action (total of 3 attacks).
- If you reduce a creature to 0 HP with a firearm attack, you can immediately move up to half your speed without provoking opportunity attacks.
- Trick shots do not cost a use during Leadstorm.
Level 15: Sundown Sovereign
When the world holds it's breath at the end of a long day, you become something more than a normal Gunslinger — you become a force of unstoppable precision, deadliness and fury. Whether it be against one foe or many-it doesn't matter. They won't even get a chance to attack you, as the last thing they'll see and hear is a blur...and a bang.
As a bonus action, you can activate Sundown Sovereign, entering a heightened state of lethal clarity for 2 minutes or until you are incapacitated. While active, you gain the following benefits:
- Quickdraw: You have advantage on the first attack roll you make each round with a weapon.
- Dueler's Focus: If only one hostile creature is within 30 feet of you, your weapon attacks against it deal an additional damage die, and score a critical hit on a roll of 19–20. If you have a Runed Barrel, then
- Fan the Field: When you take the Attack action, you may also target a different creature of your choice with each weapon attack you make. You may also draw or stow a weapon once during this action without using a free object interaction.
- Fan the Hammer: Once per every 3 rounds after activating Sundown Sovereign, when you make a Ranged Attack with a Firearm, you can choose to either attack a single target, or a group of targets equal to how many times you can fire before reloading. You can fire as many times as you want before needing to reload, and either it be a single or multiple targets, roll an Attack Roll for each bullet fired at an enemy or enemies. Each hit deals normal damage, but cannot have additional damage from features like Sneak Attack or Hunter's Mark. This action consumes all attacks from your Attack action for that turn.
- Untouchable Grace: While two or more hostile creatures are within 20 feet of you, all attacks against you have disadvantage, and you have advantage on Dexterity saving throws.
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