Ranger
Base Class: Ranger

“I don’t miss. The magic makes sure of it.”

Arcane Gunslingers are hunters of extraordinary discipline, merging the precision of a marksman with the artistry of a spellcaster. They treat weapons and magic as extensions of the same principle: every movement is deliberate, every attack executed with perfect timing. Whether engaging from range or up close with a blade, they strike with the same deadly choreography, ensuring no attack is wasted.

Their magic is not flashy for its own sake. Each spell is a part of their performance—a bolt tracing a perfect arc, flames spiraling around a target, or shadows bending to their will. The battlefield itself seems to pause for a moment when an Arcane Gunslinger takes aim, their presence bending fear and reality alike to their command.

Some are solitary, others are part of elite hunters’ guilds, but all carry the same aura: calm, confident, and unnervingly precise. Enemies learn quickly that there is no panic in their strikes, only inevitability. Guns, blades, and magic combine seamlessly, transforming every fight into both a deadly duel and a masterful display of control.

They live by these 5 tenets.

  • Never perform unprepared.
  • Take the initiative to perform.
  • Try to get applause from the audience.
  • Wield control of the target's attention.
  • Challenge the impossible, even if the final outcome is nothing but an illusion.

Level 3: Is This Your Card?

You can call on the magic to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Level 3: Showtime!!!

Magicians never perform unprepared! You always have certain spells ready; when you reach a level specified in the Tricks table, you thereafter always have the listed tricks prepared. Additionally you learn the following cantrips: Druidcraft, Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation, Produce Flame, Sacred Flame, Thaumaturgy.

Magic Tricks
RANGER Level TRICKS
3 Guiding Bolt, Thunderwave
5 Mirror Image, Invisibility
9 Call Lightning, Fireball
13 Ice Storm, Banishment
17 An Eclipse of Steel, Flame Strike

Level 3: A Magician's Audience

You ignore the loading and misfiring property of firearms. You increase your Dexterity score by 1, to a maximum of 20. Your training encompasses both blade and firearm, treating them as expressions of the same principle: precision. When you are wielding a melee weapon and not using a shield, you gain a +1 bonus to AC. You also gain Expertise in Sleight of Hand and can cast Misty Step. Once per turn you may throw a playing card after an attack dealing 1d10+5 Force damage.

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Arcane Calibration

Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Spell-Split Trajectory

Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

Level 7: The Show Must Go On!

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Phase Sidestep

Opportunity Attacks have Disadvantage against you.

Predictable!

When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11: Encore!

Once per turn, when you hit a creature with a weapon attack (melee or ranged), you can redirect a fraction of the strike’s arcane energy toward another creature within 15 feet of the original target.
The second creature takes half the weapon damage dealt (rounded down). The second attack does not trigger additional effects.

Level 15: The Impossible Act

When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn. 

When you are reduced to 0 hit points, you may choose to drop prone instead of falling unconscious. At the start of your next turn, you may stand up (no movement cost) and regain hit points equal to half your ranger level (rounded up) + your Wisdom modifier. When you do, creatures of your choice within 30 feet that can see you must succeed on a Wisdom saving throw or be frightened until the end of their next turn. Once you use this feature, you can’t use it again until you finish a Long Rest.

Previous Versions

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