Ranger
Base Class: Ranger

Rangers are notorious for wielding two weapons with extreme skill, and the Rampager is one who utilizes two weapons and near-supernatural mobility to assault invaders to her territory. The frenzied flurry of strikes the Rampager unleashes is unlike any other, and they are death dealers who are capable of utterly accosting an entire battlefield, carving swathes through enemies and becoming tornadoes of destruction. Their greatest advantage comes by far in their ability to have eyes on the battlefield at all times by sharing senses with flying familiars in battle, sensing the ebb and flow of enemy movements and expertly weaving through enemy forces to inflict the most harm.

In Avalestra, the Rampagers aren't exactly known as such, but are a style of combatant that has been a popular form of skill training for decades upon decades, and are nearly synonymous with simply knowing a Ranger as a Ranger. Orcs with axes, Humans with any weapon, Elves with rapier and dagger, Dwarves with axes and hammers, and some other demihumans all have martial traditions that teach the Rampager's base skillset. As a purveyor of this particular combat style, you possess a general style of warfare tactics that is named many things in many countries, but results in the high-speed mobile combat style of the Rampager.

Rampager Magic

3rd-level Rampager feature

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

Rampager Spells
Ranger Level Spells
3rd find familiar
5th flock of familiars
9th blink
13th dimension door
17th skill empowerment

 

Persistent Reflexes
Level-3 Rampager feature

Whenever you would roll initiative on your turn, if you roll a 9 or less on the die roll, you may treat that die as if it rolled 10.

Rampage Strike

3rd-level Rampager feature

You have learned the foremost vital skill of the Rampager, to acrobatically plunge rapidly through groups of enemies, lashing out with your weapons as you rush by in a frenzy of swipes. Once on each of your turns while wielding a weapon in each hand and as an attack action, you can move half your speed in a horizontal straight line without provoking attacks of opportunity. This movement can pass through the squares of medium or smaller creatures, but not large or larger, and this movement crosses difficult terrain at no penalty. While moving in this way, you may choose a number of creatures equal to your proficiency bonus that are on the line or within 5 feet of the line that you move along. You may make a melee weapon attack against each one of these creatures once before this movement ends. You may use this feature a number of times per day equal to your Proficiency Bonus before you must finish a long rest to use it again.

Bestial Awareness

7th-level Rampager feature

There are multiple styles in which this skill manifests, whether through swarmkeeping, falconry, bat-rearing, or several similar methods of bearing flying beasts as useful allies. The Ranger knows that eyes in the sky are precious to their scouting capabilities, and they cultivate bonds with flying beasts in impressive ways. You learn to share senses with your familiar in a way which is unique to others, that allows you to maintain your own senses and move while you are sharing senses. When you spend an action while you have a flying familiar in the air within 100 feet of you, you can share your senses with it in a way which is not obtrusive to your own senses, allowing you to still freely move about and sense your environment when you share senses with your familiar, you gain advantage on your Wisdom (Perception) rolls, you cannot be surprised, and enemies do not benefit from partial or half cover from you. This lasts for a total number of minutes equal to your ranger level per day, you can freely cancel it immediately, and if your familiar is ever more than 100 feet away from you, or it dies or is no longer flying, sharing senses in this way immediately fails and these benefits end.

Whirling Strike

11th-level Rampager feature

You learn to perform a super-fast spinning strike that attacks every enemy in a close range. You can use an attack action once on your turn to deal your primary hand's weapon damage to all creatures of your choice within your melee weapon's range as a burst radius around your space. For example, if you are wielding a polearm with Reach, you can perform a 10 foot burst centered on you as the polearm has a 10 foot range, and you can perform a 5 foot burst attack against creatures of your choice if you are wielding a non-Reach weapon. When you use this action, creatures of your choice in the burst make a Dexterity saving throw DC equal to 8 + your Proficiency Bonus + your Dexterity modifier or take your main-hand weapon + your proficiency bonus damage or half as much damage on a successful save. You may use this feature a number of times equal to your proficiency bonus before you must finish a long rest to use it again.

Additionally, Whenever you deal damage with your Rampage Strike or Whirling Strike feature, you may expend a spell slot to deal an additional 1d6 damage of your weapon's types for each level of the spell slot spent to each creature hit with a Rampage Strike attack roll or that failed Whirling Strike's saving throw.

Furious Melee

15th-level Rampager feature

You are capable of making powerful leaping strikes that displace enemies and harm them as you shove your way into any melee with your airborne assault. As an action, choose an enemy within 50 feet of you and that creature is immediately moved 5 feet in any direction to an empty space as you immediately move to occupy the space that enemy occupied with a flying leap. If there are no adjacent empty spaces for the enemy to occupy, this jump fails and you fall short in front of the closest available enemy between yourself and the targeted square. If you successfully land in the targeted square, the targeted creature then makes a Dexterity saving throw DC 8 + your Proficiency bonus + your Dexterity modifier. On a failed save it suffers your weapon's damage, or half as much damage on a successful save. This movement and attack do not provoke attacks of opportunity. You may use this feature a number of times equal to your Dexterity modifier before you must finish a long rest to use it again.

Additionally, whenever you use your Rampage Strike or Whirling Strike features and hit 3 or more creatures with attacks or 3 or more creatures fail their saving throws of those actions, you may add your off-hand weapon's damage to the damage dealt by those features.

Lastly, you may now use your Rampage Strike and Whirling Strike as attack actions on your turn any number of times per turn, to the limit of the remaining uses of each of those features.

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