Ranger Conclave - Samurai Cowboy - 5e

As a follower of your chosen code, be it Bushido, Ronin, Bounty Hunter or another. You now traverse the path before you. Typically valuing loyalty, veracity, compassion and honor as important, above all else. You bring your own brand of justice wherever it is needed. You have trained hard with the weapons you specialised in, blending blades and firearms into a single fighting style. Now it is time to improve on what you know, in your own way, and maybe even surpass the Masters that came before you. Note: This archetype is designed for the Revised Ranger class.

Weapon Specialisation

Starting when you choose this archetype at 3rd level, you can specialise in two of the following four weapon types: Shortsword, Greatswords, Glaives and Pepperbox (see Gunslinger by matthew mercer)) . While wielding any weapon you have specialised in, you can use Dexterity instead of Strength for the attack and damage rolls. However, to allow freedom of movement when performing specialised abilities, you are restricted to using light armour or no armour. You may change one weapon type you specialise in each time you gain a level, effectively leaving your level of training behind with one weapon type to train in another.

Gunsmith

Upon choosing this archetype at 3rd level, you gain the proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or make a replacement Pepperbox.

Samurai Cowboy Weapons

Although they are free to use Shortswords, Greatswords, Glaives and Pepperbox. Samurai Cowboys prefer to use weapon specially designed by their culture. Wakizashi, Katana, Naginata and Six Shooter. The statistics of these weapons are the same as their corresponding traditional counterpart:

Wakizashi = Shortsword

Katana = Greatsword

Naginata = Glaive

Six Shooter - Pepperbox

Saving Throws

Your training informs you when it is wise to use the more unique abilities you have learnt. If any Samurai Cowboy attack or ability requires a target to make a saving throw to resist an effect. The saving throw DC is calculated as follows:

DC = 8 + your Proficiency Bonus + your Wisdom Modifier

Weapon Specialist

At 3rd level, your rigorous combat training with the weapons you have specialised in shows in your ability to enhance your attacks for added versatility.

Wakizashi (Shortsword): Attacking with speed and precision impresses those around you. Hitting any target three times without missing inspires any ally that can see you to join the fight. The next attack from an ally, against any target within 5 feet of you has advantage.

Six Shooter (Pepperbox): A Critical Hit with a Six Shooter (Pepperbox) you are currently wielding impresses even yourself. Allowing you to instantly reload that weapon without using an Attack Action.

Katana (Greatsword): While wielding this weapon you can use your bonus action to make one systematic cut to a target, dealing 1d4 damage. The instant you inflict sixteen systematic cuts the target suffers one of the two following effects based on its current hit points. 21 hit points or more, you automatically strike the target with a free extra attack action dealing Critical Attack damage. 20 or less and the target instantly dies. Additionally this weapon now always cuts deeper, dealing 2d6 extra damage instead of 1d6 on a successful Critical hit.

Naginata (Glaive): This weapon is now classed as a slashing, piercing and bludgeoning weapon. You choose what type damage you will deal before you use an attack action. For example you could attack by stabbing a target with the tip of the weapon for piercing damage or attack using the butt of the weapon for bludgeoning damage. You gain +1 AC while wielding this weapon.

Extra Attack

beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Duel

At 7th level, you can choose to use your action to challenge a creature to a honourable duel. You most both use ranged weapons/attacks or you must move within 5 feet of the target before initiating the duel. You and the creature roll to attack at the same time. Highest attack roll wins. The winner does damage and incapacitates their target until the end of their target’s next turn. Outside of combat and as long as you have the correct paperwork, the chances of any kind of repercussion for this action is decreased.

Weapon Defence

At 11th level your experience has enabled you to use the weapons you have specialised in defensively in creative ways. You can use each Weapon Defence feature once. You regain all expended uses when you finish a long rest.