Ranger
Base Class: Ranger

"Swift and graceful, precise and deadly."

Drifting Dancers are nomads that travel far and wide: either part of a caravan or group, or lone wanderers and vagabonds. Wherever their feet take them, their chosen weapons are, often than not, close at hand at all times and ready to fight. Combatants that flit in and out of the deadliest of melees, not unlike whirlwinds that wreck havoc in the passing. Rangers that had taken it to themselves to be a valiant force to be reckoned with against their enemies— wherever and whoever those foes are.

Drifting Dancer Magic

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

Drifting Dancer Spells
RANGER LEVEL SPELLS
3rd shield
5th blur
9th haste
13th dimension door
17th freedom of the winds*

Twinned Handed Adept

At 3rd level, you have learned to be deft in using your core muscles and both of your left and right hands in combat to great effectiveness. You gain the Two-Weapon Fighting Style as an additional fighting style. All one-handed melee weapon you wield is considered Finesse. These weapons must be without the Special property. Also, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Rend. If you take the attack action, you deal an extra 2d4 damage of the one-handed melee weapon's type once per turn. When you reach 11th level in this class, the extra damage increases to 4d4.

Wayfarer Step

At 3rd level, you learn how to move like a zephyr: quick and elusive. Your walking speed is increased by 5ft. If you have a climbing or swimming speed, this increase applies to that speed as well. Also, you gain proficiency in the Acrobatics or Athletics skill if you don't already have it. 

At 7th level, your walking speed bonus is increased to 10ft. Also, you can take the Dash action as your Bonus Action.

At 11th level, your walking speed bonus is increased to 15ft. In addition, your movement doesn't provoke attack of opportunities from creatures you hit with attacks on your turn. Your proficiency bonus is doubled for any ability check for the chosen proficiency you have taken in 3rd level. 

Acrobatics

You gain proficiency in Acrobatics or Athletics skill, if you don't already have it.

Athletics

You gain proficiency in Acrobatics or Athletics skill, if you don't already have it.

Steadiness Tempo

At 7th level, you have learned to reinforce your core and resist attempts to pin you down. You gain proficiency in Constitution saving throws and have advantage against restrained, paralyzed, and prone condition. When you're prone, you can stand up by spending 5ft than half of your speed.

Waltz of the Transient

At 11th level, you have attained a greater heights in moving and attacking like a whirlwind. 

Surefooted Blitz. You can move through vertical spaces and ceiling while keeping your hands free during that turn only. 

Tempest Strike. Once on each of your turns when you hit with either of the melee weapons you are dual-wielding, you can deal extra damage to the target equal to the melee weapon's damage die.

Eastern and Western Halves. You gain +2 AC while dual-wielding one-handed melee weapons.  

Wayfarer Steps: Expertise Acrobatics

11th level, your proficiency bonus is doubled for any ability check for the chosen proficiency you have taken in 3rd level. 

Wayfarer Steps: Expertise Athletics

11th level, your proficiency bonus is doubled for any ability check for the chosen proficiency you have taken in 3rd level. 

Windswept Etendre

At 15th level, you've reached a degree of mastery that led to superhuman feats through technique alone.

Lightning Reflex. You gain advantage in initiative rolls. Also when you attack with your off-hand weapon on a bonus action, you can make two attacks rather one.

Severe Offensive. You deal an extra 1d4 to all attacks you made with your one-handed melee weapons.

Transcend Limits. As a Bonus Action, you unshackle yourself from the limits of the mortal body. You add your Proficiency Bonus on all Saving Throws and half Proficiency Bonus to your AC. This state lasts for one minute and you gain one point of exhaustion afterwards. You must finish a long rest before you can do this again.

Active

Transcend Limits. As a Bonus Action, you unshackle yourself from the limits of the mortal body. You add your Proficiency Bonus on all Saving Throws and half Proficiency Bonus to your AC. This state lasts for one minute and you gain one point of exhaustion afterwards. You must finish a long rest before you can do this again.

Inactive

Transcend Limits. As a Bonus Action, you unshackle yourself from the limits of the mortal body. You add your Proficiency Bonus on all Saving Throws and half Proficiency Bonus to your AC. This state lasts for one minute and you gain one point of exhaustion afterwards. You must finish a long rest before you can do this again.

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