Fighter
Base Class: Fighter

The Laser Rangers are a group of elite space rangers that are formed to bring peace to the galaxy by shooting anything that looks at them funny. The Laser Rangers themselves are mostly retired, in prison or dead but it is possible (via a steep fee) to learn some of their tactics on holodisks. Those who learn these tactics are usually called "disciples of the laser rangers"

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Advanced Holsters

Starting at 3rd level, You can switch between weapons without using an action and 1 weapon of your choice that you've stowed automatically reloads at the end of your turn.

Ranger's Charm

At 3rd level You gain proficiency in the deception skill and when you make a persuasion check, you can choose to use your deception skill modifier instead. Additionally, you can use your Charisma modifier instead of your Dexterity Modifier for Weapon Attack rolls, AC calculations, Initiative rolls and Acrobatics Checks. 

Ranger Retreat

Starting at 7th level, You can disengage as a bonus action and when you do, you can double your walking speed until the end of your turn. 

Explosive Resistance

Starting at 10th level, if an attack calls for a Dexterity Saving Throw, you gain resistance to the damage you take and if you succeed the save, you take no damage. Additionally, you gain proficiency in one saving throw of your choice. 

Fake it till you make it

Starting at 15th level, If one of your weapon attacks misses, you can choose to instead make the base roll (before modifiers) 10. You can use this feature an amount of times equal to your Charisma Modifier per long rest.

Luck of the Rangers

Beginning at 18th level, Your firearm attacks score a critical hit on a roll of 19-20 and when you critically hit, you can add your charisma modifier to each dice roll. 

Comments

Posts Quoted:
Reply
Clear All Quotes