Ranger
Base Class: Ranger

In a dangerous world where sunlight kills, there are the few that rise to the challenge of braving the world of Zendikar. Ninjas seek adventure in the most perilous environments, using speed and agility to best their combatants from the shadows, all while staying safe from Zendikar's sun. 

Ninja Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ninja Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ninja Spells
Ranger Level Spells
3rd Unseen Servant
5th Darkness
9th Blink
13th Greater Invisibility
17th Mislead

Enhanced Blindsight

Starting at 3rd level, you have adapted to living in an environment where the sun's light is dangerous. You gain blindsight to a range of 50 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. You cannot, however, determine color. 

At 18th level, the range of this Blindsight increases to 120 feet.

Shadow Dance

Also at 3rd level, you can briefly teleport as easily as you walk. You can cast the spell Misty Step at will. You can also use one of your attacks on your turn to cast Misty Step.

Swift Strikes

Starting at 7th level, you have enhanced maneuverability with your Misty Step. You gain the following benefits:

Momentum Strike. When you use Misty Step as a Bonus action and use the Attack action immediately afterwards, you can make one additional attack.

Forceful Strike. When you use Misty Step in place of one of your attacks, the next weapon attack that you make does an additional 1d8 damage of the weapon's type.

Ninja Agility

Starting at 11th level, you can move through the roughest terrain with ease. You gain the following benefits:

  • You gain a climbing speed equal to your walking speed.
  • You can run along solid vertical surfaces without falling during your turn.
  • You double your proficiency bonus with Dexterity (Acrobatics) checks.

Faster Than Shadow

At 15th level, you can move speedily and stealthily. You gain the following benefits:

  • Casting Misty Step no longer requires a verbal component.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Taking the Dash Action quadruples your movement speed instead of doubles it.

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