Base Class: Ranger
Steelcloak Rangers or Steelcloaks are an incredibly secretive order based out of Fearûn. Trained in magic and the mastery of steel they are primarily assassins and thieves of the highest caliber. hired by anyone whether it be the Noblest king or most wretched of criminal.
Level 3: Steelcloak Spells
| Ranger Level | Spell |
|---|---|
| 3 | Disguise Self |
| 5 | Melf’s Acid Arrow (appears as dagger) |
| 9 | Major Image |
| 13 | Freedom of Movement |
| 17 | Passwall |
Level 3: Mastery of the Dagger
you gain mastery with the Dagger if you don’t already have it. Additionally you gain the ability to use Dagger Maneuvers. Dagger Maneuvers are special actions you can take on your turn immediately after you hit a creature with a thrown dagger. You start with the four Dagger maneuvers listed below. (you can use only one Dagger Maneuver per turn)
Shocking Throw. The target takes an extra 1d6 Lightning damage, and the target can’t take Reactions until the start of its next turn.
Entangling Throw. The target must make a Dexterity saving throw. On a failed save, the target has the Restrained condition until the end of its next turn.
Poisonous Throw. The target takes an extra 1d4 Poison damage and the target must make a Constitution saving throw. On a failed save the target has the Poisoned condition until the end of its next turn.
Rotting Throw. The target takes an extra 1d8 Necrotic damage and the target can’t regain hit points until the start of its next turn.
Level 7: Magical Marksmanship
Before you make an attack roll with a Dagger you can choose to expand a spell slot and gain a bonus to the roll. (This bonus equals twice the level of the spell slot expended)
Additionally whenever you throw a Dagger, it reappears in your hand the instant after it misses a target.
Level 11: Superior Mastery of the Dagger
You learn even more Dagger Maneuvers. you can still use only one Dagger Maneuver per turn.
Brutal Throw. The target takes an extra 2d12 Piercing damage, 3d12 if the target is Bloodied.
Double Throw. Immediately after you hit a creature with a dagger, you can throw two additional daggers with disadvantage at two different creatures within range. (If you use this Dagger Maneuver you cannot use the weapon mastery Nick on the same turn).
Branding Throw. The target takes an extra 2d6 Fire damage and you can cast Hunters Mark as a reaction targeting the creature that took the damage. (if you cast Hunters Mark in this way it does fire damage instead of force damage).
Level 15: Daggerstorm
When you use the Double Throw maneuver you can modify it in the following ways. Once you use this feature you cannot use it again until you finish a short or long rest.
- You can use both the Nick mastery and this Maneuver.
- You can throw three daggers instead of two and you can choose to throw them at the same target or different targets.
- Using this maneuver does not impose disadvantage when you throw any of the extra daggers.
Previous Versions
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8/25/2026 2:43:02 AM
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