Base Class: Ranger
Being a Gun Ranger means being clever, intuitive, and above all an expert marksmen. As you become a better Gun Ranger, you learn how to create and handle firearms, as well as incorporate your magics into the weapons and it's components. All these tools make you a better, more lethal and more powerful Ranger to be revered or feared.
Firearm Proficiency, Tinker's Tools Proficiency
When you choose this archetype at 3rd level, you gain proficiency with firearms and Tinker's Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. When using firearms, you can add your proficiency bonus to attacks made with them.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| NAME | COST | AMMO | DAMAGE | WEIGHT | RANGE | PROPERTIES |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Guns and Magic
Gun Magic
When creating your weapons, you infuse your natural magics into the process. This allows you to use your firearms and ammunition requiring ammunition as a component, including those that specify crossbow bolts or arrows. In addition, if a spell would enchant a quiver, your firearm acts as the quiver for that spell.
Magical Repairs
At 7th level, you can spend a spell slot to repair a misfired (not a broken) weapon as a bonus action. If the spell slot is 3rd level or higher, you have advantage on the Tinker's Tools check for the repair.
Sniper
Dead-eye Accuracy
Whenever you make an attack within a firearms long range increment, you score a critical hit on a roll of a 19 or 20
Quickshot
At 11th level if you make the Attack action, you can attack three times instead of twice.
Sniper's Nest
At 15th level, you can use your bonus action to lie prone. Doing so for the Gun Ranger allows you to:
- Attack without disadvantage while prone
- Attack targets that are prone without disadvantage
- Gain advantage on attacks on targets if the following conditions are met:
- You have not hit the target since you became prone
- Your current position is higher up than your target
- You are firing from your firearms long range
Swift Reload
Starting at 15th level, you can reload any firearms as a bonus action.
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