Maverick | A Ranger Archetype

by Bunnygeon Master

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Ranger Archetype

At 3rd level, a ranger gains the ranger archetype feature,
and the Maverick is a new option for rangers to choose.

Maverick

Living on the frontiers of battlefield hardware and civilized society leaves an indelible mark on the fast-living rangers known as mavericks. To follow this archetype is to plunge into the unknown risks and untold power of gunpowder, fire, and freedom. Comfortable in the city but at home on the move, Mavericks are herders on the borderlands, vigilantes in sin city, and anonymous heroes of forgotten frontier villages.

Maverick Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Maverick Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Maverick Spells
Ranger Level Spell
3rd bane
5th find steed
9th daylight
13th dominate beast
17th control windsXGE

Gunfighter

At 3rd level, you develop a uniquely maverick fighting method, and you gain the following three features:

Deadeye. Your precise aim in combat is so masterful that you never truly miss. When you miss a creature with a weapon attack, it still takes damage equal to your Wisdom modifier (minimum 1).

Fan the Hammer. You ignore the loading property of firearms that you are proficient with (see page 268 of the Dungeon Master's Guide).

    Fast Draw. When you make an initiative check, you can add a bonus to the check equal to your Wisdom modifier.

Night On My Side

Also by 3rd level, your anonymous charm is as unique a weapon as any firearm. You can use Wisdom instead of Charisma when you make Charisma ability checks. Also, creatures that don't know your name have disadvantage on Wisdom (Insight) checks to ascertain your intentions.

Dead or Alive

Starting at 7th level, you're made of stern stuff. You gain proficiency in Constitution saving throws.

Piercing Shot

By 11th level, once per turn when you hit a creature with a ranged weapon attack, you can choose one creature within the weapon's normal range that is directly behind the original target. If the original attack roll would also hit the chosen creature, without considering the original target as cover, the chosen creature takes the same damage as the initial target.

Gunslinger's Dodge

At 15th level, you become swift enough to walk and weave through even a storm of bullets. When you're hit by an attack, you can move up to half your speed as a reaction without provoking opportuntiy attacks.

Credits

Created by Bunnygeon Master.

Thanks to Nimademe, Novronian, MarcSharma, and Sgt Briar for feedback and design help.

Art by Rockstar Games.

 

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