Ranger
Base Class: Ranger

Some factions of minutemen have taken to campaigning through the wilderness of Parlu for months or years at a time, spending their days hidden in the forests and their nights raiding bandit strongholds or settling scores with other shadowy organizations. Aiding these guerilla actions are the true pathfinders of the minutemen, the powder ghosts.

Each ghost is a trained survivor, adept with both short range and long range firearms and in moving over the rough terrain of the outer rings. Rarely seen before they strike, powder ghosts let their weapons announce their presence, either in the bullwhip crack of a rifle at long range or the twin barrel blast of a pair of pistols as a ghost emerges from a treeline, flanked by minutemen and wearing a cloak of gunpowder smoke.

Modern Warfare

At 3rd level, you gain proficiency with firearms. You also gain the following two abilities:

Precision. You become adept at taking shots at targets that are far away from you. While wielding a two-handed firearm you add 1d8 damage to the first attack made each turn against targets that are at least as far away as the maximum short range distance of your firearm.

Pistol Discipline. You become skilled at using your pistols in close combat. You may use one-handed firearms with the light property in melee range without rolling your attack at disadvantage.

Improved Tactics

At 7th level, you gain the following two features:

Overwatch. While wielding a firearm you may adopt a stance to keep an eye out for approaching enemies. As a reaction you may make a single ranged attack against a target that enters into the short range of your weapon.

Spot Weakness. You become adept at finding weak points in an enemy's defense, provided you stay within close range. While wielding a firearm you may spend a bonus action to aim your next attack, gaining advantage on the attack roll.

Trigger Finger

At 11th level your ability to use firearms improves further. You score critical hits on attack rolls of 19 or 20.

Misfire Reflex. If a weapon you are wielding suffers from a misfire, you may spend a reaction to ignore the effects of that misfire. Once you have used this ability you may not use it again until you finish a short or long rest.

Smoky Spectre

At fifteenth level you gain the following two features:

Armorbreaker. You become capable of targeting weak points in armor, natural defenses or protective magical fields. Any target that you strike with an attack from a two-handed firearm suffers a -2 penalty to their AC until they finish a long rest. This effect does not stack.

Smoke Dance. You learn how to use the clouds of powder smoke generated by your weapons to afford yourself some protection. Whenever you make a ranged attack with a one-handed firearm you may create a cloud of wispy gunpowder smoke that occupies the same space as you. While you stay in this cloud of smoke you gain +4 AC against all attacks made against you. The smoke fades at the beginning of your next turn and can be dispersed with steady breeze.

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