Base Class: Ranger
Ronins are the warriors who left or lost their warlords, failed to protect them or got enough from the non-stop flood of commands and demands. Seeking new opportunities among the common folk or gaining reputation in crime. A ronin may fully understand the code of honor and service but its rules no longer bound him/her. Commoners may look at them as vigilantes or heroes, nobility looks at them as failed warriors or traitors. Therefore they are often exiled to the wilds or no man's land, where they are forced to learn a deeper understanding of nature and the spirits of natural magic.
Filthy Mouth
Ronin are no longer the noble warriors they born to be, they have . You are learned the cantrip vicious mockery that counts as Ranger Spell for you.
Preventing Swiftness
Right after a creature moves to your 5ft vicinity you can use your reaction to gain the following benefits.
Escaping footwork:
You can move up to half your speed without provoking opportunity attacks.
Preventive strike:
You can use one melee attack on the creature.
Distracting act:
You can roll a strength (athletics) check against a creature's strength (athletics) or dexterity (Acrobatics) ability check, if your roll is equal or higher than the opponent's you can disturb them enough to not be able to use their actions on their turn.
Dishonorable Techniques
When you reach 7th level, you learn how to use maneuvers to sabotage your enemy-s fighting style. Whenever you hit a creature with your melee weapon attack that you have advantage on, you can use your bonus action to initiate the following effects:
Kote (Wrist strike): You strike the one hand of your opponent and it must make a strength saving throw against a DC of the damage it have taken rounded down to a minimum of 8. On a failed save, the target must let go everything that it hold in that hand. If the target holds a shield, it has advantage on this saving throw.
Men(Head strike): You attempt to make a disorienting strike with the hilt of your weapon. The target must make a constitution saving throw against the damage it have taken rounded down to a minimum of 8 . On a failed save, they are taking 1d4 bludgeoning damage and incapacitated until the start of your next turn, or until they take damage.
Do(Core Strike): The creature must make a Strength saving throw against a DC of the damage it have taken rounded down to a minimum of 8. On a failed save, the target takes 1d4 bludgeoning damage and gets pushed 5 feet away from you if it is maximum one size larger than you.
Defensive strike
Whenever you get hit by a ranged weapon attack, you can use your reaction to intercept it with a melee weapon you wield and have proficiency with. You reduce the damage with d10+your dexterity modifier.
If your weapon has any magical characteristics you may use this feature to block ranged spell attacks this way.
You can not use this feature if you are incapacitated.
You can use this feature twice before finishing a long rest.
Protecting Shadow
As an Action you can summon forth 3 fey or fiend spirits taking your shape, and stay for one hour. They are not able to speak but can understand and obey your verbal and telepathic commands. If you do not issue any command to them, they will defend themselves as best as they can, or continue with the last command they received. They can not move farther than 30ft from you, if they happen to, they do everything in their next turn to reach your area, not paying attention for any danger meanwhile. After that they can continue their turns as it was normal.
One can make an Intelligence (Investigation) or Wisdom (insight) check to identify one clone at a time as the original or none.
After they die, no sign remains that they were there once. They have the following stats.
Movement: as original
HP: your ranger level*2
AC: Your spell saving DC
Str: as original
Dex: as original
Con: as original
Wis: as original
Intelligence: 6
Charisma: as original
Saving throws: as original. (Including Intelligence)
Actions: melee weapon attack: the clone can make one weapon attack using your spell attack modifier.
Reactions: opportunity attack: The clone can take an opportunity attack as normal using your spell attack modifier
They take their turn in combat right after yours in any order.
Thieves' Cant
To be able to orient yourself more effectively among the lower circles of society, you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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