Base Class: Ranger
Rangers that focus on using firearms as their primary combat option.
Firearm Specialist
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. You also gain proficiency with tinker's tools, allowing you to build and repair firearms or craft ammunition using tinker tools. Consult your DM for rules about using and crafting firearms.
Gunslinger
Starting at 3rd level, when you hit a creature with a ranged attack made with a firearm for the first time on your turn, the attack deals extra damage equal to your proficiency bonus. You must be wielding no other weapons to use this feature.
Also, if a firearm you are using has the loading property, you can reload that firearm as part of each one of your attacks. You must have a free hand to do this.
Shootist Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Shootist Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Shootist Spells
| RANGER LEVEL | SPELL |
|---|---|
| 3rd | compelled duel |
| 5th | magic weapon |
| 9th | haste |
| 13th | fabricate |
| 17th | conjure volley |
Crackshot
By 7th level, you have honed your ability to use firearms with precision. Attacking at long range with firearms doesn't impose disadvantage on the attack rolls and you ignore half cover and three-quarters cover when making attacks with firearms.
Tracing Shot
At 11th level, you learn to trace your missed shots with firearms to achieve greater accuracy. If you miss with a firearm attack against a target, the next attack you make with a firearm against that target has advantage until the end of your next turn, and the target must remain within your line of sight.
Extra Attack
Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
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