Base Class: Ranger
With the emergence of alchemical advancements, firearms have begun to revolutionize many frontiers. While many rangers prefer traditional ways, some chose to embrace the ways of gunpowder, grit, and steel. These brave frontiersmen forge new lives as deadly scouts and hunters on the fringes of ever-expanding societies. Tough, resilient, and precise, these hardened warriors are the first to venture forth in the unknown.
Firearms Proficiency
Upon choosing this archetype at level 3, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Starting at level 3, you gain proficiency with Tinker's Tools. You may use them to create ammunition at half the cost, repair firearms, and to draft and create new ones (at the DM's discretion).
True Grit
Starting at level 3, your inner drive to survive the wilds has increased your will to survive potentially lethal encounters. Gain proficiency in constitution saving throws.
Iron Will
Starting at level 7, your honed mind has given you the fortitude to resist the forces that seek to manipulate your will. Gain advantage on saving throws against being charmed or frightened.
Frontier Efficiency
Starting at level 11, you can use a bonus action to attempt to repair a misfired (but not broken) firearm as a bonus action. Additionally, you can now reload firearms with a bonus action.
Marksman
Starting at level 15, your honed skills have given you the focus to pinpoint the perfect shot to make the most precise and lethal attacks. Your ranged weapon attacks are now considered magical for the sake of overcoming resistances. Additionally, you can now score a critical hit on a 19 or 20.
Previous Versions
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