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BOWGUN RANGER CLASS FEATURES

The Bowgun can be used to attack monsters from As a ranger, variant you gain the following class
long range. There are two types of Bowgun: The features.
Heavy Bowgun, which is generally slower, more Hit Points
powerful, and has access to high-damage ammo, Hit Dice: 1d10 per ranger level
and the Light Bowgun, which allows for greater Hit Points at 1st Level: 10 + your Constitution
mobility and evasive capabilities, and faster modifier
shooting. Hit Points at Higher Levels: 1d10 (or 6) + your
A weapon intended to provide combat and damage Constitution modifier per ranger level after 1st
support, useful for those proficient in alchemy and Proficiencies
botany. Armor: Light armor
It is a combination of old school ranged weapons Weapons: Simple weapons, Bowgun weapons
and revolutionary gunpowder. It is characterized Tools: Tinker's tools, Alchemist's supplies,
by having a wide variety of ammunition and very Herbalism kit
useful customizations thanks to its various Saving Throws: Dexterity, Wisdome
cartridges, these have a limited capacity according Skills: Choose three from Animal Handling,
to the type of ammunition to be handled. Athletics, Insight, Investigation, Nature,
Perception, Stealth, and Survival
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Equipment Canny (1st Level)
You start with the following equipment, in Choose one of your skill proficiencies. Your
addition to the equipment granted by your proficiency bonus is doubled for any ability check
background: you make using the chosen skill.
(a) scale mail or (b) leather armor You can also speak, read, and write 2 additional
(a) Light Bowgun or (b) Heavy Bowgun languages of your choice.
(a) a dungeoneer's pack or (b) an explorer's pack Roving (6th Level)
A round of Tier 1 Bolts Cartridges Your walking speed increases by 5, and you gain a
climbing speed and a swimming speed equal to
your walking speed.
FAVORED FOE Tireless (10th Level)
(OPTIONAL)(RECOMMENDED) As an action, you can give yourself a number of
This 1st-level feature replaces the Favored Enemy temporary hit points equal to 1d8 + your Wisdom
feature and works with the Foe Slayer feature. modifier (minimum of 1 temporary hit point). You
You gain no benefit from the replaced feature and can use this action a number of times equal to
don't qualify for anything in the game that your proficiency bonus, and you regain all
requires it. expended uses when you finish a long rest.
When you hit a creature with an attack roll with In addition, whenever you finish a short rest, your
your Bowgun, you can mark the target as your exhaustion level, if any, is decreased by 1.
favored enemy for 1 minute or until you lose your
concentration (as if you were concentrating on a
spell).
FIGHTING STYLE
The first time on each of your turns that you hit At 2nd level, you adopt a particular style of
the favored enemy and deal damage to it, fighting as your specialty. Choose one of the
including when you mark it, you increase that following options. You can't take a Fighting Style
damage by 1d4. option more than once, even if you later get to
You can use this feature to mark a favored enemy choose again.
a number of times equal to your proficiency bonus, Archery. You gain a +2 bonus to attack rolls you
and you regain all expended uses when you finish make with ranged weapons.
a long rest. Blind Fighting. You have blind sight with a
This feature's extra damage increases when you range of 10 feet. Within that range, you can
reach certain levels in this class: to 1d6 at 6th effectively see anything that isn't behind total
level and to 1d8 at 14th level. cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within
that range, unless the creature successfully hides
DEFT EXPLORER (OPTIONAL) from you.
This 1st-level feature replaces the Natural Defense. While you are wearing armor, you gain
Explorer feature. You gain no benefit from the a +1 bonus to AC.
replaced feature and don't qualify for anything in Druidic Warrior. You learn two cantrips of your
the game that requires it. choice from the Druid spell list. They count as
You are an unsurpassed explorer and survivor, ranger spells for you, and Wisdom is your
both in the wilderness and in dealing with others spellcasting ability for them. Whenever you gain a
on your travels. You gain the Canny benefit below, level in this class, you can replace one of these
and you gain an additional benefit when you reach cantrips with another cantrip from the Druid spell
6th level and 10th level in this class. list.
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Close Quarters Shooter (UA). When making a SPELLCASTING FOCUS (OPTIONAL)
ranged attack while you are within 5 feet of a At 2nd level, you can use your Bowgun as a
hostile creature, you do not have disadvantage on
druidic focus as a spellcasting focus for your
the attack roll. Your ranged attacks ignore half
ranger spells and need to have a sprig of mistletoe
cover and three-quarters cover against targets
or holly, a wand or rod made of yew or another
within 30 feet of you. You have a +1 bonus to
special wood, a staff drawn whole from a living
attack rolls on ranged attacks. tree, or an object incorporating feathers, fur,
Interception (UA). When a creature you can see
bones, and teeth from sacred animals.
hits a target that is within 5 feet of you with an
attack, you can use your reaction to reduce the
damage the target takes by 1d10 + your PRIMAL AWARENESS (OPTIONAL)
proficiency bonus (to a minimum of 0 damage). This 3rd-level feature replaces the Primeval
You must be wielding a shield or a simple or Awareness feature. You gain no benefit from the
martial weapon to use this reaction. replaced feature and don't qualify for anything in
Mariner (UA). As long as you are not wearing the game that requires it.
heavy armor or using a shield, you have a You can focus your awareness through the
swimming speed and a climbing speed equal to interconnections of nature: you learn additional
your normal speed, and you gain a +1 bonus to spells when you reach certain levels in this class if
armor class. you don't already know them, as shown in the
Tunnel Fighter (UA). As a bonus action, you can Primal Awareness Spells table. These spells don't
enter a defensive stance that lasts until the start count against the number of ranger spells you
of your next turn. While in your defensive stance, know.
you can make opportunity attacks without using You can cast each of these spells once without
your reaction, and you can use your reaction to expending a spell slot. Once you cast a spell in
make a melee attack against a creature that this way, you can't do so again until you finish a
moves more than 5 feet while within your reach. long rest.
Unarmed Fighting (UA). Your unarmed strikes
can deal bludgeoning damage equal to 1d6 + your
Strength modifier. If you strike with two free
hands, the d6 becomes a d8.
When you successfully start a grapple, you can
deal 1d4 bludgeoning damage to the grappled
creature. Until the grapple ends, you can also deal
this damage to the creature whenever you hit it
with a melee attack.

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replaced feature and don't qualify for anything in
Primal Awareness Spells the game that requires it. You draw on the powers
Ranger Level Spell of nature to hide yourself from view briefly. As a
3rd Speak with Animals bonus action, you can magically become invisible,
5th Beast Sense along with any equipment you are wearing or
9th Speak with Plants carrying, until the start of your next turn. You can
13th Locate Creature use this feature a number of times equal to your
17th Commune with Nature proficiency bonus, and you regain all expended
uses when you finish a long rest.
RANGER CONCLAVE
At 3rd level, you choose to emulate the ideals and BOWGUN SHOOTER
training of a ranger conclave (Bowguner Shooter). Emulating the Bowgunner archetype means
Your choice grants you features at 3rd level and accepting your place as a Bulwark between
again at 7th, 11th, and 15th level. civilization and the terrors of The Wilderness. As
you walk the Bowgunner’s path, you learn
specialized Techniques for Improve your Bowgun
MARTIAL VERSATILITY (OPTIONAL)
and Fighting the threats you face. It can be
Whenever you reach a level in this class that
improved at 3rd Level, 7th Level and 11th Level,
grants the Ability Score Improvement feature, you
the effect of the improvement can also be
can replace a fighting style you know with another
increased, making changes of the same type in the
fighting style available to rangers. This
Bowgun, at 15th Level you can raise 1 Level of
replacement represents a shift of focus in your
any of the 3 previous Improvements, these
martial practice.
improvements are listed below.

NATURE'S VEIL (OPTIONAL) Manufacturing Cost


This 10th-level feature replaces the Hide in Plain Cost (GP) 1240 1450 1950 Free
Sight feature. You gain no benefit from the Upgrade 3rd 7th 11th 15th

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Improvement List

Piece & Costo Nivel 1 Nivel 2 Nivel 3

Now a DC18 or higher will


Recoil
Stabilize the weapon to give advantage be critical, and the critics
Suppressor Nullify the knockback debuff
every second shot will deal an additional
(200 GP)
damage dice
Assisted Upgrade the Cartridges,
Reloads and changes of Cartridges Reloads and changes of Cartridges are now
Recharge they will now have double
will only take one Bonus Action instantaneous
(200 GP) the capacity
Now a DC18 or higher will
Bypass
Stabilize the weapon to grant + 1d4 on be critical, and the critics
Suppressor Cancel the penalty for deviation
Attack Rolls will deal an additional
(350 GP)
damage dice

When a creature hits you with When a creature within 5 feet of you hits When an attacker that you
an Attack, you gain a +2 bonus to or misses you with an Attack, you can use can see hits you with
Shield
AC against all subsequent attacks your Reaction to Attack that creature an Attack, you can use
(350 GP)
made by that creature for the rest of immediately after its Attack, provided that your Reaction to halve the
the turn. you can see the creature. attack’s damage against you.

You can use your action to make a Attack


When you hit a creature
against any number of creatures within 5
Point Blank with a weapon Attack, the
Change the effective range of the feet of you, with a separate Attack roll for
Upgrade creature takes an extra 1d12
weapon to (15 / 60 feet) each target. You must have Ammunition
(550 GP) damage if it’s below its hit
for each target, as normal, and you make a
point maximum.
separate Attack roll for each target.
You can use your action to make a ranged
Attack against any number of creatures When you hit a creature
Long Range within 10 feet of a point you can see within with a weapon Attack, the
Change the effective range of the
Improvement your weapon’s range. You must have creature takes an extra 1d12
weapon to (60 / 160 feet)
(550 GP) Ammunition for each target, as normal, damage if it’s below its hit
and you make a separate Attack roll for point maximum.
each target.

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BOWGUN PROPIERTIES RELOAD
The weapon can be fired a n umber of times
equal to its Cartridge Ammunition score before
AMMUNITION you must spend 1 attack or 1 action to reload.
This firearm requires cartridges to make an
attack, these have a limited capacity according to
the type of ammunition to be handled. RETROCESO
However, if materials are gathered, you can craft
ammunition yourself using your Artisan’s Tools This weapon has recoil that penalizes consecutive
and handle two types of ammunition attacks, subtracting -1 from the Attack Roll for
Munición Estándar each chain shot after the first.
This ammunition is generally sold or crafted in
batches, the quality of the bolt will depend on
the crafting skill, having DC 5, 10, 15 DESVIÓ
respectively to the Tier List below.
Munición Especial
It allows you to turn certain situations in your The first Attack Roll shot at the start of combat or
favor by using them properly and these can also after the reload action will have Disadvantage.
be bought or manufactured, if it is the second
case, they will not have difficulty dice in their
MISFIRE
creation, for these to take effect those susceptible
Whenever you make an attack roll with a firearm,
to an offensive ammunition must make a roll of
and the dice roll is equal or lower to 3, the weapon
constitution and overcome your Spell save DC.
misfires. The attack misses, and the weapon get
They can also be created with Spell Slots Level 1
Locked, cannot be used again until you spend an
and 2 and the necessary materials to save
action to try and Unlock it. To repair your firearm,
manufacturing time. Using Spell Slots of Top
you must make a successful Tinker’s Tools check
Level 3rd-4th, 5th-6th, 7th-8th, 9th, will upgrade
(DC equal to 8 + misfire score). If your check its
the Dice to d6, d8, d10, d10, respectively.
Natural 1, the weapon is broken and must be
In the case of being created with Spell Slots, it
mended out of combat at a quarter of the cost of
will allow adding Spell attack modifier to its
the firearm. Creatures who use this firearm
effects.
without being proficient increase the weapon’s
misfire score by 5.

Light Bowgun (ライトボウガン raito boogan)

Ammunition, Range (25/45 ft), Loading,


Martial Ranged Damage acording Ammunition 15 lbs
Two-Handed, Light
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Standar Ammo Descripción

Normal Bolts used as standard ammunition

Piercer Metal-tipped bolt capable of piercing units if hit with a critical shot

Spread Splintered bolt that on impact deals damage in a cone with a diameter of 15 ft

Fragile bolt that on impact spreads its fill of powder and adhesive when
Sticky
detonated causes fire damage to the target
Cluster bolts planned to spread within a 10-foot radius within one turn of being
Mortar
fired upward

Special Ammo Cost


Description
per Cartridge (GP)

Smoke Chalk bomb that creates a smoke screen and prevents vision in a spherical area of 15 feet
5
(3) radius

Flash Bomb with aluminum, acid and ammonia that detonates on impact causes an explosion of
5
(3) light that stuns and deafens all creatures in a spherical area of 15 feet radius

Heavy Gas High salt content pump that thickens the air and makes it difficult to breathe, all susceptible
15
(1) creatures in a spherical area of 10 feet radius will receive an exhaustion level

Expansion
High powder content bomb that pushes all creatures 10 feet out of the explosion center 15
(1)

Poison High quality steel bolts tipped with a dose of poison (4d4 per turn on a Fail Con DC) that is
15
(1) skewered and contaminated the target.

Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (Spell
Mine
save DC) or suffer 3d4 fire damage. If the weapon misses, the ammunition fails to detonate, or 5
(3)
bounces away harmlessly before doing so.

Bomb with herbal extracts that revitalize the target (3d4) to continue in the battle
Curación
(When you shoot to an allied gain double proficiency to attack roll, but on an Attack Dice of 5 5
(3)
or less, you could heal an enemy)

Armor Bomb with mud and light water that grants the target +2 AC for one turn, but reduces their
15
(1) movement by 10 feet

Catalizador Bomb with exotic plants that accelerate the target's heart rate, granting him advantage rolls
15
(1) in an action and bonus action during a turn

Glue Glue bomb that restricts movement of all susceptible creatures in a spherical area of 10 feet in
15
(1) radius
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Tier 1 Tier 2 Tier 3
Cartridge
Bolts Damage P/GP Bolts Damage P/GP Bolts Damage P/GP

Normal 6 1 Piercing 1 4 1d4 Piercing 3 3 1d6 Piercing 5

Piercer 5 1 Piercing 1 3 1d4 Piercing 3 2 1d6 Piercing 5

Spread 4 1d4 Piercing 3

Sticky 2 1d6 Fire 5

Mortar

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