•FEATS
CROSSBOW EXPERT:
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
•TRAITS
WANDERER:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
DARKVISION:
You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.
HUNTER'S INTUITION:
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.
FINDER'S MAGIC:
You can cast the
hunter's mark spell with this trait. Starting at 3rd level, you can also cast the
locate object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
SPELLS OF THE MARK:
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your Spellcasting class.
•FEATURES
FAVORED FOE:
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
DEFT EXPLORER:
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny – Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
FIGHTING STYLE (ARCHERY):
You gain a +2 bonus to attack rolls you make with ranged weapons.
PRIMAL AWARENESS:
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
You can cast each of these spells once without expending a spell slot. Once you cast a spell this way, you can't do so again until you finish a long rest.
HUNTSMAN'S ARCANA:
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Huntsman's Arcana table.
The spells count as ranger spells for you, but don’t count against the number of ranger spells you know.
SPIRITUAL CURSE:
At 3rd level, the spirit of the beast you slew begins to awaken within you, gradually seeking to drive you to the ravenous urges of a wild animal.
Whenever you take the Attack action, you can choose to make feral attacks in place of your normal attacks if you have at least one free hand. Strength is your ability score for a feral attack. When you do this, the spiritual claws of the beast within manifest around your arm as you strike a creature within your reach. Make an attack roll. If you hit, the target takes slashing damage equal to 1d12 + your Strength modifier. You can choose to use your bonus action to make an additional feral attack if at least one feral attack you’ve made during your turn hits a creature.
Whenever you kill a creature with a feral attack, you risk losing control of yourself and are overwhelmed with a compulsion to feast on the creature’s spirit. If the corpse of a creature you have slain with a feral attack is within your reach at the start of your turn during the first minute after you have killed it, your predatory spirit will appear and feast using your action, granting you temporary hit points equal to half your ranger level + your Constitution modifier. Once it does this, you regain control, and you can use a bonus action before the end of your turn to make one feral attack.
COLD IRON:
Also at 3rd level, the hoarfrost of the Huntsman’s domain infuses your mind and body even as your soul fights within you. You gain the following benefits:
Dark Hunter – You ignore disadvantage on Perception checks caused by dim lighting.
Flawless Pursuit – Whenever a hostile creature you can see takes the Dash action, you can use your reaction to move up to your speed towards them, even while mounted.
Hunting Blind – You can create an area of artificial camouflage up to 10 feet in each dimension for yourself and your allies over the course of 1 minute. While within, you gain advantage on Stealth checks and cannot be detected by scent.
Winter’s Might – You can add your Strength modifier to your AC in place of your Dexterity modifier, and you can use your Strength modifier when making attacks with ranged weapons. This does not allow you to surpass the normal limits of an armor’s AC value.
EXTRA ATTACK:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
FIGHTING STYLE (DUELIST):
While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target’s AC by 5 or more, you deal one extra die of weapon damage. You can only use this ability once per round.
QUICK DRAW:
Gunslingers have twitch reflexes and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.
CRITICAL SHOT:
At 2nd level, your ranged firearm attacks score a critical hit on a roll of 19 or 20.
Starting at 9th level, your ranged firearm attacks score a critical hit on a roll of 18–20, and at 17th level, your ranged firearm attacks score a critical hit on a roll of 17–20.
POKER FACE:
Starting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.
RISK:
By 2nd level, you can perform incredible feats of daring that are fueled by special dice called risk dice.
Risk Dice – You have four risk dice, which are d8s. You gain additional risk dice and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you finish a long rest.
Using Risk Dice – Once per turn, you can expend a risk die to perform a deed of your choice. Your deed options are detailed at the end of the class description.
Saving Throws – Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:
Deed save DC = 8 + your proficiency bonus + your Dexterity modifier