Base Class: Ranger
Become the Legendary Emissary of Forgotten memory. Feel no Longer, Think no longer, relinquish oneself...and fire.
Level 3: Fell Weapon
When you gain this feature at third level, you gain the ability to turn one ranged weapon into a Felling Weapon. You choose one ranged weapon (or weapon with the ranged property), and automatically become proficient with that weapon. In addition, during long rests if you have another weapon, you can convert that weapon into a Felling Weapon of the same type as the one you chose for this feature.
A Felling weapon adds your wisdom modifier to any shot you hit, which deals damage to non-magical sources even if blocked.
Level 3: I May Fire/Uncontrollably
Each time you make a successful shot using your Felling Weapon, you gain 1 stack of
Torn Memory (Max 7). For each stack of Torn memory, you add 1d6 to each attack you make. However, for each stack, you must make a WIS saving throw (DC = 8+Stacks of
Torn Memory) at the start of your turn, otherwise you must attack a creature with your Felling Weapon this turn. When making an attack this way, you prioritize attacking the closest creature on the same plane as you (allies are picked over enemies).
If any creature is killed whilst you have stacks of
Torn Memory , you may choose to spend stacks of
Torn Memory to choose targets equal to the number of stacks spent, and deal damage to them equal to the damage to dealt to the original creature + your new roll, divided evenly between the enemies (damage splitting is DMs discretion). creatures targeted for this ability do not have to be within line of sight, and can be selected within your range of sight (or 120 ft if unknown) from the body of the creature killed by you.
If you killed an ally to activate the above effect, your new roll is automatically treated as a Critical Hit.
Level 7: Fell Bullet
"Doesn’t seem like the most complicated enemy, though! I can clearly see who that sod’s aiming for. (Heathcliff)"
"→ So, Heath, about famous last words… (Rodion)"
During a long rest, you can attempt to make a
Fell Bullet . These bullets automatically fit into whatever Felling Weapon the user is currently using. Making one requires a crafting check of 13 or higher. If you are proficient in Smith's tools/Tinker's tools & Alchemist Supplies, you may add it to the check, and on a natural 20, you may exhaust no components when making the bullet. Otherwise, a success uses all components used and produces the corresponding amount of bullets (each bullet check is made separately). If you fail, the materials are exhausted, as they all are burned away by the malicious flame within you. The components to make a
Fell Bullet are listed below:
Components (per round, variation is up to dm discretion):
-
1 Lead slug (small lump)
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1 Brass casing (empty shell)
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1 Pinch of propellant powder (alchemical charge)
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1 Primer bead (tiny ignition charge — abstract)
Fell Bullet: When making an attack against a creature, the creature is treated as pierce/force fatal for the duration of the attack, the subtype of damage of the attack being made also now gains force as a subtype, and nullifies defensive abilities/spells below this character's level (spells are calculated as the defender's spell level x 2, rounded up at DMs discretion).
If you kill an enemy at 7
Torn Memory using your "I shall fire" feature(s), or kill an ally using your "I shall fire" feature(s), you automatically gain 1
Fell Bullet. Fell Bullets made during long rests disappear at the end of the next long rest/start of the next day. Fell Bullets made from killing an enemy or ally do not disappear until used.
Level 11: Extra Attack
You can make an additional attack whenever you take the attack action on your turn.
Level 15: I Shall Fire/Earnestly
You may use this feature a number of times equal to your proficiency bonus in a day. Once every minute (10 rounds), you may designate one person as your Forgotten Target. Whilst a target is under this effect, a arcana check (DC 5) reveals a pair of fiery/smokey red eyes behind them, and the target feels as if they're being watched. When/If the creature would take an action/reaction that would cause an attack with your Felling Weapon to miss, and your roll to hit was within your proficiency bonuses range (I.E. a attack roll of 15 + a proficiency bonus of 5 applies to all rolls 20 or lower), your bullet shreds through them off a simple grazing, dealing damage equal to the original roll to hit against the target. This feature also applies to rolls that do not beat the opponent's AC (I.E. a roll to hit of 12 + 5 hits an AC of 17 or lower). Essentially double your proficiency bonus when attack the affected target and missing.
You no longer have disadvantage on subsequent rolls of your "I Shall Fire/Uncontrollably" if you have not hit a target.
Level 15: The Marksman/Freeshooter
Your constant firing has rendered your mind asunder to all but the clearness of the smoke from your barrel, and the deafening sound of when you pull the trigger.
Choose one of the following paths, The Marksman, or The Freeshooter. This effects the feature listed below this one.
Fell Bullet: Freeshooter
"Leg it, if you want. My scattering bullets…
…will turn your brain into fireworks no matter where you run."
-Heathcliff
Once per day, you may transform into the legendary Freeshooter "Der Fluchschütze". You can stay in this form for a number of hours a day equal to your proficiency bonus. Whilst in this state, you receive the following benefits:
- your AC is increased to 12 + your
Torn Memory stacks - Your Felling Weapon becomes unable to be disarmed from you, and returns to your hand immediately after being thrown/banished
- Your Felling Weapon deals 7d8 Piercing/Force damage, and ignores magical resistances.
- Enemies under the effect of your Mark now are branded as
Stigmatized, Making them fatal to all damage you deal, and rendering them under the effects of the Planar Binding. You may only attack the creature that has been branded as
Stigmatized once they are branded, and you become incapacitated until the end of your next turn if another creature (including the creature itself) kills it before you do. - All Shots Fired from your Gun count as
Fell Bullet shots, and you can convert all normal ammo for your weapon on you into stacks of
Fell Bullet (up to your proficiency bonus) when entering this form. You cannot gain stacks or lose stacks whilst in this form, and you lose all stacks once this form ends. - Your
Torn Memory stacks do not reset whilst in this form, but the benefits on them only apply against a
Stigmatized opponent. - Your natural roll needed to roll a critical hit is reduced by the amount of
Torn Memory stacks you have, and is doubled if you target an ally (and any creatures if that targeted attack killed the ally) - You cannot benefit from the extra attack feature more than once whilst in this state.
- This form ends if you are knocked unconscious, enter an anti-magic field and fail a WIS saving throw equal to the casters Spell Save DC, or are killed.
- If there isn't an applicable creature to shoot, and you fail your WIS saving throw from your "I shall fire" feature(s), you automatically shoot yourself and end the condition.
Fell Bullet: The Marksman
"I shall feel the ponderous mass of the gun barrel rest upon my viscera.
Let this accursed bullet pierce through them…!"
Once per battle, the memory of those who you've loved, the things you regret, and the pain you've caused weigh heavily in your mind, causing you to temporarily assume a form of pure magical power to unleash the force of the Felling Weapon you hold unto a creature.
Until the end of your turn, your body shatters into several fragments, each one reflected those you've harmed, pieces of your form in their final moments reflected in each shard. Whilst in this state, your moment speed becomes 0, you no longer suffer disadvantage from making shots at close range, and the range of your Felling Weapon and its subsequent effects are extended to 300 ft if it's range is lower.
While in this state, attacks have disadvantage on hitting you, each stack of
Torn Memory increases your roll to hit by +1 (up to +7), and you do not benefit from this ability to make extra attacks, treating the highest roll to hit as the ONLY roll to hit (as if no other shots were fired). For every
Fell Bullet you have, the natural roll you need to critically hit is reduced by 1. After making your attack, all
Torn Memory and
Fell Bullet stacks are cleared.
The Targeted Creature takes 18d6 (benefits from
Torn Memory effects AND all
Fell Bullet effects), and if this kills the enemy, you heal half the damage done.
If the Targeted Creature was an ally, and the ally was defeated/killed by the attack, You heal for the damage dealt, and you can target 7 creatures within 300 ft of the felled creature. These creatures take the original damage X the amount of
Torn Memory you have divided by the number of targets (damage division is up the the DM. This effect takes place before the clearing of Torn Memory and Fell Bullet stacks).
Previous Versions
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