Base Class: Ranger
You have learnt to use firearms as if they where any other kind of weapon, you now use your incredible fast hands to destroy your opponents from long distances with an incredible precision. You also know how to embue magic into these weapons to make you even more effective.
Gun fannatic
Beginning at 3rd level, you now have proficiency with all firearms. Selecting this subclass gives you a flintlock and 20 ammo, proficiency with tinker's tools, and the tinker's tools.
Also, you know how to create and repair your guns. With the right materials (wood and iron) and tools (smith's/woodcarver's tools) you can repair your weapons if they ever become damaged. To create your own weapons you will need at least to have enough wood and iron worth half the cost of the weapon you want to create, and you will also need smith's tools and woodcarver's tools. This can be done over a long rest.
As well, you also know how to create ammunition. Over a short or long rest, if you have enough iron, gunpowder, and tinker's tools, you can create some ammunition for your weapons, capping at 20 rounds of any weapon.
Imbued shot
Also at 3rd level, you use your magic to change the properties of your firearms, making it capable of imbuing your ammunition with an elemental damage. Over a long or short rest, if you are attuned to your weapon, you can decide which type of elemental magic damage you give to your weapon, also giving some percs to your attacks. Doing so makes this gun your spellcasting focus. Depending on the type of damage, on a hit, an enemy receives the following:
Acid: the enemy makes a CON saving throw against your WIS DC. On a failed save the enemy has -1 to its AC until the end of your next turn.
Cold: the enemy's speed is reduced by 10ft. This speed reduction cannot exceed half of the speed of the target.
Fire: the enemy takes and extra 2d4 fire damage.
Lighting: if any other enemy is in a radius of 10ft, it also takes the attack's damage.
You can shoot an imbued shot as many times as your WIS bonus + 1/2 of your Ranger level rounded up, and you can decide whenever you use the imbued shot. You regain all expended uses after a long rest.
At levels 7, 11, 17, this property is upgraded, increasing the damage by 1d4, matching the original's damage type.
Arcane compatibility
At 7th level you have improved your use of magic in weapons, using a 1st level spell slot you can create a set of ammunition out of magic (set of ammo = max charge of a weapon). The ammunition lasts 24h before it disappears. For each extra level of the spell slot, you gain an extra set of ammunition. Using this same ability, if you already have ammunition, you can sacrifice a 2nd level spell slot in order to get more imbued shots, you regain a number of imbued shots equal to your WIS bonus.
Also you've mastered your infusions, learning more infusions for your shots and giving you the capability to have up to two elemental effects stored in a weapon (After a long rest chose your two elemental types, and when you shoot, you choose which type it is. You can chose different elements every time you make a new attack roll). New infusions learned:
Homing: requires a 2nd level spell slot, gives +3 to ranged attacks using the firearm.
Necrotic: the enemy is unable to regain health until the end of your next turn. Undead targets take an extra 1d4 damage
Psychic: the enemy makes an INT saving throw against your WIS DC. On a failed save, all his attack and damage rolls have a -1 for your next two turns, as the enemy loses all concentration.
Dead Eye
After a long time honing your hand skills, you are able to shot incredibly fast with an astonishing precision. Once per turn, when you make an attack with a firearm that can trigger more than once per turn, you can shoot a different creature, each of this shots is made with an extra +1. This ability can stack with multi attack, and you make a different attack and damage roll for each shot. You can use this ability a number of times equal to your DEX modifier and regain all expended uses after a long rest.
Every time you deal the killing blow to a creature using this ability, you get an extra shot with this ability to shoot a different creature this turn, and an imbued shot back.
At level 15 and 19 this ability lets you shoot an extra creature.
Double Trouble
At 15th level, you have upgraded your dexterity with firearms, giving you the capability to shoot and reload one-handed weapons with only one hand, so you can use two one-handed guns at the same time. As a bonus action you can use your other weapon to make an extra ranged attack (with all modifiers). The second weapon can only have one type of imbued shot. Also you can reload any firearm as a bonus action.
**If you wield a two-hand weapon like a musket, you gain the extra type of the imbued shot, but not the extra bonus attack**
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