Ranger
Base Class: Ranger

Ronin don’t belong to a Conclave in itself. They 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, but specialize in swiftly utilizing them, drawing them for attacks and sheathing them with equally impressive speed.

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.

Ronin Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Ronin Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level

Spell

3rd

bane

5th

blur

9th

haste

13th

death ward

17th

legend lore

Masterless

Beginning when you first choose this conclave at 3rd level, you are shackled by no code or authority beyond your own. Whenever you make a saving throw to avoid or end the charmed condition on yourself or to avoid being controlled such as by the suggestion spell, roll a d6 and add the number rolled to the saving throw.

Slash Draw

Also at 3rd level, 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).

Cleaving Parry

Starting at 7th level, you can take advantage of your opponent’s openings to strike. Whenever a creature makes a weapon attack against you while you have a stowed melee weapon and a free hand, or whenever a creature rolls a 20 or a 1 on the d20 while within your stowed weapon’s range while you have a stowed melee weapon and a free hand, you can unsheath the weapon and make one weapon attack against them.

Whether you hit or miss, you gain temporary hit points equal to your proficiency bonus, and you sheathe the weapon immediately after.

Relentless Onslaught

At 11th level,  the speed and ferocity of your onslaught is legendary. Whenever you reduce a creature to 0 hit points, an allied creature you can see is reduced to 0 hit points or you roll a critical failure or a 1 on the d20, you can immediately make one weapon attack (no action required). You make this attack with advantage.

Flash Draw

By the time you’ve reached 15th level, you‘ve learnt how to draw your weapon faster than any other. Whenever you roll initiative, you may use your reaction to unsheath a stowed weapon in your person with blinding speed. Before the first turn of initiative starts, you may move up to half your speed towards an enemy, unsheathe your weapon and take the Attack action. After you do, you move up to half your speed back to the space you occupied before attacking this way, and you sheathe the weapon. Any damage you deal this way is not dealt until you sheathe the weapon. 

You can use this feature once, regaining the ability to use it again when you finish a long rest, or regaining one expended use when you reduce a creature to 0 hit points. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/26/2023 2:29:47 AM
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