Ranger
Base Class: Ranger

Few can manipulate the power of the Strand like these adrenaline-junkie, daredevil adventurers. Quick and hard to pin down, Strand Riders excel at agility above all else. In battle, they jump, swing, and weave from foe to foe with Strand magic, delivering precise and deadly strikes. They have also learned to make use of their surroundings. In varied terrain, they are adept at gaining and exploiting the high ground. Often, Strand Riders find themselves working as thieves, pirates, treasure hunters, or explorers, swinging through the unforgiving wastes of the desert or across the bountiful waters from ship to ship.

Height Advantage

Starting at 3rd level, you learn to exploit your foes by attacking from above. Whenever you make an attack against a target that's 10 or more feet below you, or if you jump from a location that is 5 or more feet above the target and land within 5 feet of it before immediately making an attack, you gain advantage on the attack roll.

Additionally, you ignore fall damage from heights of 20 feet or less.

Strand Thread-Dart

You acquire the ability to conjure and use a Strand Thread-dart at will. Additionally, you gain access to the Strand Needle cantrip.

The Thread-dart is a silky, emerald-green thread tipped with a razor-sharp Strand blade. It counts as a special weapon that deals 1d8 and has the thrown (range 60), finesse, and two-handed properties. If thrown, the weapon returns to you right after the attack is made. Additionally, when attacking with this weapon, it counts as a Strand "Thread" spell for effect interactions. While using a Thread-dart, you gain additional abilities exclusive to the weapon:

  • You can make an attack roll against a surface up to 60 feet away (the Armor Class of the surface is determined by the DM) to pierce the material and attach to it before propelling yourself to that location. If the chosen distance is less than your total movement speed, you use an amount of movement equal to the distance and have your remaining movement to use as you wish. If the chosen distance is greater than your total movement speed, you use all of your movement and arrive at the location.
  • When you hit a target with an attack from the Thread-dart, you can subject them to one of the following effects:
    • Hookshot. If the target is a creature that is at least one size larger than you, you may immediately pull yourself to an adjacent space. If the target is Gargantuan, you land on the creature instead. This movement does not provoke opportunity attacks.
    • Entangle. If the target is a creature that is your size or smaller, you can make a contested Dexterity (Acrobatics or Athletics) check. If the target fails, it is considered to be both grappled and restrained. This effect ends when they succeed against your skill check at the start of their turn, or until you release them. If you attack with the Thread-dart while a target is Entangled, the effect ends on that creature.
    • Retrieve. If the target is an object weighing at most 10 pounds + twice your Strength or Dexterity (whichever is higher) modifier, you may pull it to you as a bonus action. If the object is being held or worn by another creature, make a contested Dexterity (Acrobatics or Athletics) check against it.

Thread Artist

At 7th level, you learn how to use Strand Threads to swiftly propel yourself across the battlefield. Whenever you take the Dash action on your turn and are wielding a Thread-dart, you gain a flying speed equal to your walking speed until the end of your turn.

Aerial Acrobat

Starting at 11th level, if you have a flying speed because of the Thread Artist ability gained at 7th level, all ranged attacks targeting you have disadvantage.

Additionally, whenever you fall, you can use your reaction to make a Dexterity (Acrobatics) check. This check has no DC. Instead, before you determine fall damage, you subtract the result from the number of feet you fell.

Swift Slayer

At 15th level, you have mastered the use of Strand and Thread in combat. As a bonus action, you can empower your Thread-dart for one turn. For this duration, you gain several bonuses:

  • When attacking using your Thread-dart, you can attack 1 additional time.
  • You can replace an attack with one of the following abilities, though each may only be used once per turn:
    • Whirlwind. You make a sweeping attack and target each enemy within a 20-foot radius of you.
    • Scorpion. When you make a ranged attack with the Thread-dart, you deal an additional 2d12 acid damage and pull the target up to 15 feet closer to you.

You can use this feature a number of times equal to your proficiency bonus. You regain all charges when you finish a long rest.

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