Base Class: Ranger
A flash of steel, like a conductor’s baton guiding a symphony of slaughter, heralds a helix of death and magic. A blur whips from tree to rock to shadow; corpses fall in its wake. The ronin are masterless, wandering warriors, beholden to no code but their own. No two are the same, each with their own tale that led them down the warrior’s path. They are masters of many weapons, striking with blade and arrow in a spectacle of blinding speed and accuracy. Some ronin use their power to protect the vulnerable—vigilantes doing what they see as right, no matter the cost. Others pursue their own ends, unfettered by the consequences of their actions. Ronin are dangerous combatants, hardened survivors, and above all things, free.
Slash Draw
You have mastered the art of striking with sudden, explosive power at any moment. The first time each turn that you hit a creature with a melee weapon attack using a weapon you drew that turn, the attack deals an extra 1d6 damage of that weapon’s type. This extra damage increases to 1d8 when you reach 11th level in this class. In addition, once per turn, you can draw or stow one weapon, provided you aren’t incapacitated (no action required).
At 5th level, this ability allows the user to attack with a ranged weapon as a bonus action after successfully attacking an enemy with an undrawn melee weapon. Doing so causes the melee weapon you previously attacked with to be stowed, and allows you to either keep out or stow your ranged weapon.
Wandering Magic
| RANGER LEVEL | SPELLS |
|---|---|
| 3rd | expeditious retreat |
| 5th | blur |
| 9th | remove curse |
| 13th | death ward |
| 17th | legend lore |
Masterless
You are a solitary warrior, shackled by no code or authority beyond your own. Whenever you make a saving throw to avoid or end the charmed condition on yourself, roll 1d6 and add the number rolled to the saving throw. Upon reaching 9th level, you may use a reaction to make a deception check in an attempt to trick the creature into believing you have successfully been charmed. The DC for this check is equal to the creatures wisdom ability score, the trick does not affect beings who can see through illusions or sense a creatures intentions.
Cleaving Parry
When a creature makes a weapon attack against you while you have a stowed melee weapon and a free hand, you can use your reaction to at-
tempt to parry that blow, drawing your stowed weapon as you do so. Your AC increases by an amount equal to your Dexterity or Strength modifier (your choice) against that attack, and you gain temporary hit points equal to your proficiency bonus + your Wisdom modifier (minimum 1). After the attack hits or misses, you may choose to stow that weapon as a part of this reaction and any gained temporary hit points last until the players next turn.
Multi-Weapon Mastery
Through harsh training in a diverse portfolio of environments, your expertise with weapons has increased. You have advantage on the first melee weapon attack you make each turn, as well as advantage on the first ranged weapon attack you make each turn. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Relentless Onslaught
The speed and ferocity of your onslaught is legendary. When you take the Attack action, each time you score a critical hit or reduce a creature to 0 hit points as part of that action, you can make one additional weapon attack. You can make up to three additional attacks with this feature per turn.
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