Ranger
Base Class: Ranger

Class Features

As a Marksman you gain the following class features.

Hit Points

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Armor: Light armor, Medium armor
Weapons: All ranged weapons, Scimitar, Rapier, Firearms
Tools: Tinker's tools
Saving Throws: dexterity, intelligence
Skills: choose two from acrobatics, athletics, investigation, insight, perception, persuasion, stealth, and survival

Fighting Style

Choose one of the following options.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Firearms

Palm Pistol 50g/2g(20) 1d8piercing 1 lb. (40/160)

Light, reload 1, misfire 1

 Pistol 150g/4g(20) 1d10piercing 3 lb. (60/240) 

Reload 4, misfire 1

Musket 300g/5g(20) 1d12piercing 10 lb. (120/480)

Two-handed, reload 1, misfire 2

Pepperbox 250g/4g(20) 1d10piercing 5 lb. (80/320)

Reload 6, misfire 2

Blunderbuss 300g/5g(5) 2d8piercing 10 lb. (15/60)

Reload 1, misfire 2

Bad News Crafted/10g(5) 2d12piercing 25 lb. (200/800)

Two-handed, reload 1, misfire 3

Hand Mortar Crafted/10g(1) 2d8fire 10 lb. (30/60)

Reload 1, misfire 3, explosive

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Firearm Proficiency

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.

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.

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. Starting at 2nd level you gain access to grit points. When you spend a grit point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended grit back into yourself. You must spend at least 30 minutes of rest to regain your grit points.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Rapid Repair

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot

 You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

 Dazing Shot

 When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

 Deadeye Shot

 When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

 Disarming Shot

 When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

 Forceful Shot

 When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

 Piercing Shot

 When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

 Violent Shot

 When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

 Winging Shot

 When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

 

Sniper

Bonus Profeciancies

At 3rd level you gain profeciancy with tinkerer's tools, heavy crossbows, and rifles. You also learn how to make gunpowder, and you can use your tinkerer's tools to make or maintain firearms or to make ammunition. 

Long Shot 

At 3rd level you no longer have disadvantage on ranged weapon attacks using sniper weapons - rilfes, crossbows, and longbows - when attcking at the weapons longest range. You also add your Wisdom modifier (minimum 1) to damage rolls with sniper weapons. 

Opening Shot 

At 9th level, once per turn, you deal an extra 1d6 damage if you hidden from the target and the target is not in combat with you

A Shot In The Dark

At 13th level, you are particularly adept at firing from a prepared position. If you have moved since the end of your last turn, have at least half cover, and are hidden from your target when you attack with a sniper weapon, you make an opposed Dexterity (Stealth) against the target's Wisdom (Perception). If you succeed you remain hidden after making the attack. You regain the use of this ability after a long or short. 

Bullet With Your Name On It 

At 17th level you can prepare special ammunition to be extra effective against you favored enemy. If you hit that type of enemy with a sniper weapon attack, you may reroll any dice (including Bardic Insperation) that come up a 1and take the higher result. The shot also ignores the target's immunities and resistances. The ammunition ratains its properties for up to three days before rvertinng back to normal. You can make a number of rounds up to twice your proficiency bonus during a long rest, and you cannot use this ability until your next long rest. All ammunition made using this ability must be intended for the same creature type.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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