Ranger
Base Class: Ranger

Sitting in the dark lairs of a hidden cave a Kobold is carefully swapping out the barrel of his custom made weapon replacing it with a barrel wrapped in vines and acid and upon inserting this barrel he sees his weapon light up with acid.

A Dwarf sneaks up on a group of bandits and starts to rev up his gatling gun, hearing this sound the bandits turn around but it is already too late as the dwarf starts to fire into this small group of bandits with a hail of buckshot and steam.

This class is made for those rangers who don't always wanna only use the gifts nature gives them but combine them with their own intellect and mad creations to destroy all those that wish to bring you and your home harm. 

Engineer's Necessities.

Starting a 3rd level you gain Expertise with, Arcana and Tinker's Tools and proficiency with firearms.

Cranked Up!

At 3rd level You've make your creation a Gatling Gun that uses a combination of steam and magic to deliver devastating fire on your enemies. This weapon has a range of 60/120 it has the heavy and two handed property. This weapon does 1d10 + strength mod piercing damage you can fire this weapon 10 times before having to use your bonus action to reload the weapon. You also gain 2 additional ways to operate this weapon. As a bonus action you can crank up the weapon and part of your attack action you can make an additional attack at disadvantage or as an action you can crank up the gatling gun and gain a bonus to you ac equal to your prof mod and on the next turn you make all attacks with this weapon at advantage. Using either of these abilities causes all enemies within 30 feet to hear that sound of the weapon if their passive perception is over 10 or they make a DC 10 perception check. The DC increases by 2 for every 10 feet out to 60 feet past that is inaudible .

 

You can only use each of these abilities equal to your strength mod per short rest.

Custom Barrels

Starting at 7th level you can create 3 custom barrels that you can equip at the end of a short or long rest and add 1d4 extra damage to your weapon choose each of these barrels damage type between, Fire, Cold, Lightning, Acid. At 11th level you can create two more barrels with either Radiant, Necrotic (If you meet the requirements.) or you can make another one from the previous list and the extra damage also goes up to a 1d6. Starting at 15th level you can make two final barrels and choose between, Force, Thunder or Psychic damage, the extra damage also goes up to a 1d8. Also at 15th level you can instead use an action to quick swap a barrel instead of doing it during a short or long rest. You can also switch any previous barrel whenever you level up.

 

Also instead of creating a elemental barrel you can grab an additional utility option from this list.

Steam Burst Barrel. You can expend one use of Rev it up! or Precision Shot to cause an intense burst of steam to hit hostile creatures within a 15 foot cone in front of you doing 2d8 fire damage and pushing them back 10 feet and knocking them prone if they fail on a strength save if they succeed they are not pushed back or knocked prone and only take half damage.

Smoke Scream. As an bonus action twice per short rest you can throw down a smoke grenade and using this take this disengage action and the area under you will also be under the effects of fog cloud for 1d4 + Wisdom mod in turns.

Grappling Hook. As an action you can use a grappling hook and launch it 90 feet into a stationary object that can hold your weight and then pin into into any near by object. You can then move across this space using your movement any other people that want to use this still have to make an athletics check. You can use this equal to your wisdom mod per short rest.

Shielded Gatling Gun. You can attach a shield to your gatling gun giving you a +2 ac when wielding your weapon.

Reinforced Weapon. You reinforce your weapons components making your weapon more durable and allowing you to make a melee weapon attack with the weapon dealing 1d6 + str mod in magical bludgeoning damage.

 

Also when you gain this feature all attacks with this weapon are counted as magical for overcoming resistance and immunity.

 

Acid Barrel

You create a barrel that does extra acid damage.

Cold Barrel

You create a barrel that does extra cold damage.

Fire Barrel.

You create a barrel that does extra fire damage.

Force Barrel

You create a barrel that does extra force damage.

Grappling Hook

You attach a grappling hook to your weapon.

Lightning Barrel

You create a barrel that does extra lightning damage.

Necrotic barrel

You create a barrel that does extra necrotic damage.

Protective Shielding

You apply a protective shield to your gatling gun to help defend against on coming attacks.

Psychic barrel

You create a barrel that does extra psychic damage.

Radiant Barrel

You create a barrel that does extra Radiant damage.

Reinforced Weapon

You reinforce the barrels of your weapon allowing you to make a melee weapon attack with it and not worry about it breaking.

Smoke Scream

You can take Smoke scream as a custom barrel.

Steam Burst Barrel

You can take Steam Burst Barrel as a utility barrel

Thunder Barrel

You create a barrel that does extra thunder damage.

Overloading Barrel

As an action, you can overload your weapon and shoot out a 30-foot cone of damaging elemental steam. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Unleash Fury!

At 15th level as an action you unleash the full fury of your creation!

As an action you can charge up your gatling gun and in a 120 by 5 line deal 12d10 magical piercing damage to all creature within this line unless they succeed on a saving throw equal to your spell casting modifier. This also does double damage to structures.

As a bonus action you can charge your weapon and overload the ammo for the next minute causing all ranged weapon attacks made with this weapon to deal an additional 2d10 cold, fire, lightning, acid, force or magical piercing damage.

As an action you can use your weapon to blast a cone of shrapnel in a 45 foot cone in front of you all creature in this cone need to make a dexterity saving throw equal to your spell save DC or take 6d6 magical piercing damage if a creature succeeds on this saving throw they only take half damage. Any creature with the first 15 feet of this cone take an additional 2d6 magical bludgeoning damage and must make an additional strength save or be knocked prone and push back 10 feet. This also does double damage to structures or any stationary objects.

You can only use one of these options once per long rest.

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