Not on the front lines, but key to success in all are technicians. They know all of war, and can hold themselves up in a fight. Techicians demonstrate prowess that can have earth-shattering consequences. So it seems, that you shall too.
hit dice:
1d10
hit points at 1st level:
10 + your constitution modifier
hit points at higher levels:
1d10 + your resolve modifier (temporary hp.)
armor proficiencies:
Average garb, Army uniform
weapon proficiencies:
Simple and Complex firearms
tools:
Army Knife, Land Vehicles
saving throws:
Dexterity, Wisdom
skills:
Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
starting equipment:
Helsing
Valve
12 crossbow bolts
5 sniper ammo
Natural Gases Mask
Identifying Badge
Army Knife
Radio
spellcasting:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
[–]
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
[–]
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
[–]
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
class features:
Favoured 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 can 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.
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 below when you reach 6th level in this class
Canny
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice.
Weapon Speciality
Sniping
you do not have disadvantage on your attack roll for a shot made from a weapon's second range.
Shrapnel
On a weapon that deals multiple dice of damage (e.g. 3d6 or 2d10) you may reroll any dice that rolls a 1 once.
Assault
Whilst wielding a firearm, you gain a +1 bonus to AC
Dual Wielding
Whilst having one firearm in each hand, you can add the relevant ablitity score modifier to the second weapon.
Deadly Assassin
Beggining at 3rd level, any shots made from a firearm by you are completely silent, even without a silencer.
Ability score improvement
At 4th and 6th level, you can increase one ability score by 2, or two ability scores by 1
Redemption Shot
Beginning at 5th level, whenever you take the attack action, you attack twice instead of once.
Deft Explorer Improvement
You gain an additional benefit when you reach 6th level in this class.
Roving
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
subclass options:
Listed Below are some reccommended ranger 'spells' that you might want to learn:
Absorb Elements,
Entangle,
Hunter's Mark,
Aid,
Darkvision,
Enhance Ability,
Pass without Trace,
Silence,
Spike Growth,
I trust you lot to be able to flavour the spells to be mechanical and realistic
Level | Spells known | 1st | 2nd | Features |
---|
1 | - | - | - | Favoured Foe, Deft Explorer |
2 | 2 | 2 | - | Weapon Speciality, Spellcasting |
3 | 3 | 3 | - | Deadly Assassin |
4 | 3 | 3 | - | Ability Score Improvement |
5 | 4 | 4 | 2 | Redemption Shot |
6 | 4 | 4 | 2 | Ability Score Improvement, Deft Explorer Improvement |