Ranger
Base Class: Ranger

The Ronin are master-less, 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.

All credit to the original creators.

Relentless Onslaught

The speed and ferocity of your onslaught is legendary. When you take the Attack action, each time you roll a 17 or higher it is considered a critical hit. If you reduce a creature to 0 hit points or cause a creature to become bloodied you can move up to half your movement speed and make one additional weapon attack. You can make up to three additional attacks with this feature per turn.

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. You may stow your weapon as a free action after you attack. This extra damage increases to 1d10 when you reach 11th level in this class.

Wandering Magic

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

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 a d6 and add the number rolled to the saving throw.

Flash 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 modifier against that attack. After the attack hits or misses, you can then stow that weapon as a part of this reaction. You may use this ability an amount of times equal to your Proficiency modifier plus your Dexterity modifier.

Multi-Weapon Master

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.

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