Ranger
Base Class: Ranger

A Ranger that excels at combat with firearms and other ranged weapons.  You have trained for years  and honing your skills and becoming a true professional.   

Weapon Training (Bonus Proficiencies)

When you select this archetype at 3rd level you gain proficiency with tinkerer's tools, heavy crossbow, and firearms. You also learn how to make gunpowder, bolts, and you can use tinkerer's tools to make or maintain firearms and ammunition.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long or short ranges it doesn't impose disadvantage on your ranged weapon attack rolls.
  • When you take an opportunity attack, your target stops its movement and can't attack that turn.

Deadly Aim

At 7th level your targets will fear the the unseen. Make an opposed Dexterity (Stealth) check versus the target's Wisdom (Perception) check if you are hidden from the target when you hit with your crossbow or firearm attacks. If you win, the hit becomes a critical hit. You have advantage on the check if you are already hidden.

Custom Ammunition

At 11th level, you can prepare custom ammunition to deal with a specific types of targets. Choose a creature type from the ranger's Favored Enemy or Greater Favored Enemy list. If you hit a target of that type with a crossbow or firearm, you may re-roll any damage die that comes up a 1 and take the higher result. You regain this ability after you finish a long rest.

  • Ammunition made using this ability is considered magical or silvered for the purpose of overcoming resistance.  Preparation can occur during a short or long rest. You make a number of special rounds equal to your proficiency modifier.

Expertise

Evasive: You automatically dodge all non-spell ranged attacks, and your ranged attacks are unhindered by half- and three-quarters cover.

Enchanted Ammunition: You can enchant your ammunition to have an extra damage potential. (I.E: acid/fire/ice/ poison/ext.)

"Talk to your GM about the possible damage die of the enchantments"

 

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