Ranger
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.

From Ryoko's Guide to the Yokai Realms by Loot Tavern. Reworked and adapted to 2024 rules.

Level 3: 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 1d10 when you reach 11th level in this class.

Once per turn, when you make an opportunity attack, you can draw a weapon as part of that attack.

In addition, you can perform two additional Utilize actions each turn, but you can only use these additional Utilize actions to draw or stow weapons.

Level 3: Wandering Magic

When you reach a Ranger level specified in the Wandering Magic Spells table, you thereafter always have the listed spells prepared.

Wandering Magic Spells
Ranger Level Spells
3 Expeditious Retreat
5 Blur
9 Remove Curse
13 Death Ward
17 Legend Lore

Level 3: 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. 

Level 7: 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 attempt 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 of 1). After the attack hits or misses, you can then stow that weapon as a part of this reaction.

After you use this feature, roll 1d4. On anything but a roll of 1, you can regain your use of your reaction, but may only use it to perform another Cleaving Parry. The die increases to 1d6 (Level 11) and 1d8 (Level 15). 

Level 11: Multi-Weapon Mastery

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.

Additionally, you are able to switch your choice of Weapon Masteries without taking a Long Rest. You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 15: 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.

Ronin Image

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