Forest Feller

While many rangers embrace the nature they surround themselves in, there are others that find appeal in progress and technology. They may not be the ones that chop down the trees their prey hides in, but the cacophonous blast of gunpowder and lead frighten creatures that dwell nearby and lay waste to the ones that dare look down the hunter’s barrel. Hunting for sport in some cases or to decimate the population of more nefarious beings, Forest Fellers find themselves a trusty firearm and use it to end their opponents rightly.

Armed with a long barrel gun, some of these huntsmen find solace in knowing the target in their sight is unaware of their presence or couldn’t hope to close the gap between them. Still, others equip themselves with sidearms, trusting their versatility and mobility over range and stopping power. Hunters or law-bringers, Forest Fellers are sure to be loud with their entry, with an eerie silence following soon after.

Marksman
At 3rd level, you gain proficiency in firearms. Additionally, you gain one of the following features of your choice.

Crippling Blow. The first time each turn you hit a creature that is below its hit point maximum, you can choose to cripple it until the beginning of your next turn. While crippled, it reduces its movement speed by 10 feet (to a minimum of 5 feet). Additionally, the first time each turn a crippled creature is hit by an attack, it takes an additional 1d4 damage. You can cripple a creature once per turn.

Piercing Velocity. When you hit a creature with a ranged attack made with a longarm, you can make another attack with the same weapon against a creature that’s within a 15-foot cone behind your original target.

Quick-Draw. You can draw or stow two handguns with one item interaction, and reload two handguns with one attack or action. Additionally, when you use the rapid-fire trait of handguns, you do not receive disadvantage but cannot have advantage.

Pre-Emptive Measures
At 7th level, you gain one of the following features of your choice.

Flight Instinct. Whenever you take the Disengage action on your turn, you may make one attack with a handgun against a creature that would normally gain an opportunity attack against you.

Sniper. When you hit a creature that is unaware of your presence or in your second range increment, add one extra damage die to your attack.

Blood Trail. When you hit a creature with a ranged attack from a firearm, you gain advantage on Wisdom (Survival) checks made to track the creature for the next 24 hours. If the creature is one of your favored enemies, you track them unerringly for the 24-hour period.

Trickshot
At 11th level, you gain one of the following features of your choice.

Chipped Armor. As an action, you may target one creature that is a favored enemy within the first range increment of your weapon. They must succeed at a Constitution saving throw equal to your spell save DC or lose all resistances and immunities for one hour. If they succeed, they are immune to this ability for 24 hours.

Reactive Blast. As a reaction to a favored enemy making a melee attack against you, you may attack with your pistol and move half your movement. You can do this an amount of times equal to your Wisdom modifier. You regain all uses after a short or long rest.

Hunter's Defense
At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.