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, shackled to no code but their own. No two are the same, each with their own tale that led them down their own paths and travails of hell and war. 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 innocent, weak, and vulnerable as vigilantes doing what they see as right, no matter the cost. Others pursue their own ends, unchained by the consequences of their actions in this harsh, cruel, and unforgiving world. Ronin are dangerous combatants, hardened survivors, and above all things... free.
This one in particular has taken a deep rooted and cherished love for nature and odyssey within their heart, keeping their freedom extremely close and defending it with great power. They have devoted their life to explore, experience, and protect the natural world by all means necessary.
(this subclass is a mixture of re balanced features from: the Champion fighter subclass, the Ronin ranger subclass from Ryoko's Guide to Yokai Realms [main inspiration], the Hunter ranger subclass, and the Samurai fighter subclass. as well as a few custom abilities and extra homebrew sprinkled in.)
(this class works best with a dexterity build, using a longbow and rapier is ideal, for flavor you can rename the rapier to a katana since there is no katana in dndbeyond)
Extra:
You gain the spells Blur and Mirror Image for free added to your spell list. Blur can be cast without concentration (only on yourself) when used by you!
You still need to succeed a con save if you get hit while blur is active or the spell fails, but you can concentrate on another spell if you are using it.
Quickdraw
A sudden and fierce sting with arrow or blade, sends an enemy to their quick and unmerciful grave.
You have mastered the art of striking with sudden and explosive power at any moment. The first time each turn that you hit a creature with a weapon attack, the attack deals an extra 1d6 damage of that weapon’s type. This extra damage increases to 1d8 when you reach level 11 in this class.
Also, when you do this attack against a creature with less than 100 hit points total or remaining, or if they are below max health, you deal an additional 1d8 damage of your weapon's type.
Lastly, if your first attack in a turn is successful, the enemy stricken by your quickdraw attack will have disadvantage to hit opportunity attacks against you until the start of your next turn.
Also unlocks the first of 2 feats granted by this and Masterless. You are required by law (please, if you want) to take my 2 ranger rework feats with this feature or not take any feats at all. Please choose the Ranger Class V2 Features 1 (Favored Enemy and Natural Explorer Rework) feat with this created by me, Amarok0380. [it is not required, and does add a bit much complexity.]
Masterless
After many years of living alone and thriving in freedom, you can resist other's whims to control you. On saving throws of any attempt that would try to control, frighten, or charm you, you have advantage.
Also unlocks the second of 2 feats granted by Quickdraw and this. You are required by law (please, if you want) to take my 2 ranger rework feats with these features or not take any feats at all. Please choose the Ranger Class V2 Features 2 (Level 3 To Level 20 Features Rework) feat with this level created by me, Amarok0380. [it is not required, and does add a bit much complexity.]
Skillful Strikes
A menagerie of special attacks given to this class, mastered over many years of practice. With a fierce dash of the blade, a violent spin of the body, or a ravenous flurry of arrows... strike down every foe who would oppose you.
(Special attacks gained at levels: 3, 10, and 12)
Dash Strike {Level 3}: On your turn, take an attack action and a bonus action to do a 1d10 piercing dash attack with your katana, dashing up to 20 feet in any horizontal direction you are facing at the time of activation. Costs 0 movement and you can still move your full movement after this. This attack has your dex modifier and proficiency bonus to damage, and when it hits an opponent it staggers them, giving them a -2 to all of their rolls until the start of your next turn.
Whirlwind of Death {Level 10}: When surrounded, you can take an attack action and a bonus action to attack everyone around you in a 10 foot radius with a spinning slash. This has advantage and deals the damage of a single melee attack to every enemy within 10 feet of you (if you do 10 damage, EVERY enemy takes 10 damage. it is not split). If you succeed this attack, the enemies must succeed a strength saving throw of DC 8 + Proficiency Bonus + Dexterity Modifier or be pushed 10 feet away from you in a straight line.
Hellfire Rain {level 12}: Once long rest, take an attack action and a bonus action to shoot any enemies you can see from a 40 foot point of your choosing with a hail of arrows.
Extra Passive Features:
- the feat "Sharpshooter" now affects both your blade and your bow, giving the ability to deal +10 damage at the cost of -5 to the attack rolls and letting your weapon attacks ignore half and three-quarters cover.
- Also being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. (Built in, in case for some reason you don't want to take sharpshooter.)
(Extra: Passives that give buffs to other weapon types, such as the archery fighting style's +2 to ranged attack rolls, sharpshooter's damage bonus, the dueling fighting style's +2 to damage, etc apply to all weapons you use as a way to balance your use of your blade and bow. You will have to manually add this to your chart, clear it with your dm obviously.)
Shattering Parry
Your speed with a blade or bow can deflect an opponent's strike with pristine accuracy.
When a creature makes an attack against you, ranged, melee, or spell, you can use your reaction to attempt to parry that attack with your blade or bow (only spells with an attack roll). Your AC increases by an amount equal to your Dexterity modifier (stacks with the normal Dexterity bonus to AC) against that attack. If it succeeds a rush of pride and adrenaline washes over you, and you gain temporary hit points equal to 1 + your proficiency bonus + your Dexterity modifier these last until depleted or until you take a long rest and cannot stack with each other, the maximum hit points possible with this is 1+6+10 or 17 at level 17 with 30 dexterity.
You can parry an attack meant for an ally within 30 feet using your bow rather than blade, also takes your reaction. (you can also parry ranged attacks either with your sword once it comes in melee range or with your bow)
Once a target has been successfully parried, they cannot attack the same target until their next turn.
Also, as a general passive. If an enemy misses you with an attack (does not work if this skill is activated) they instead hit another enemy within 10 feet of you because of your dodge due to fumbling.
Arsenal Mastery
Your years of in field training with multiple weapons at once have given you much power. Your attacks move so quickly, and strike so devastatingly, that combat is bound to end before it even begins.
You have either advantage or +10 damage (your choice) on the first melee and ranged weapon attack you make on each turn. (the +10 stacks with sharpshooter, but you may want to take the advantage because of the level 15 feature which you shall see soon.)
The Legendary Ronin's Weave
The ferocity of your attacks has become that of legend, and your technique unbeatable. You have learned to weave your blade or draw and knock arrows in a single motion to conserve the energy of a full swing or draw, allowing you to strike twice in rapid succession.
- If you take the Attack action on your turn and have advantage on an attack roll against against a target, you can forgo the advantage for that roll to make an additional weapon attack against that target as part of the same action. You can only use this up to twice per turn. Once for a melee attack and once for a ranged attack. (allowing you to make up to 2 melee and 2 ranged attacks in a turn)
- Additionally, when you take the attack action, if you score a critical hit or reduce a creature to 0 hit points, you can make one additional weapon attack. You can make up to one additional attack in this way per turn.
- Lastly, if you kill an enemy with a critical hit, you gain another use of your reaction until your next turn, to a maximum of 1 extra reaction per turn.
Previous Versions
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6/20/2024 5:39:13 AM
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8/19/2024 10:43:51 PM
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8/19/2024 10:50:42 PM
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1/23/2025 7:52:12 PM
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1/23/2025 11:42:46 PM
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1.7
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Posted Jan 23, 20251.7.1 is hopefully the final draft. here are the changes i made:
1.7.1:
fixed typos, accidental repeated text, and description errors that would cause confusion to game rules.
1.7:
added extra flavor text
fundamental passive features for the flow and progression of the class have been moved from the level 11 feature "arsenal mastery" to the level 3 feature "skillful strikes", befre the subclass had a gradual increase in strength with a massive emphasis on bow combat rather than the intended blade and bow mix, and it gained a very sharp power increase at level 11, now it is far more gradual and has the features you need to play the class as intended at the right levels. this is how i originally intended it when i first created the subclass, buuuuuut i did a big dumb. the big dumb has been fixed. (sharpshooter feat/archery and dueling fighting style affecting both blade and bow is now available from 3rd level rather than 11th)
slightly nerfed and clarified the level 15 feature "The Legendary Ronin's Weave" (i changed the amount of extra attacks granted by hitting a crit/killing an enemy from 2 in a turn down to 1, and i capped the bonus reaction gained to +1 rather than unlimited.)
thats all! this is the best draft yet! i hope you enjoy