Base Class: Ranger
Three men, armed each with a massive crossbow and shining plate armor, aimed down sights. There stood someone who had opposed the kingdom for a long time. To them, high treason was very serious. The first man shot. He missed by an inch as the woman grabbed her longbow. The second man shot. Then she disappeared. The third man yelled "what the!" And then fell to the ground. The women fell out of the air, drew her dagger, and slit the second mans throat. Then she disappeared again. The man looked around and as he caught a glimpse of her to his left. He died.
Stride
Your spirit can leave your body for a small period of time and relocate you somewhere else. As a bonus action, you may teleport anywhere you can see within 30 feet. You have a number of uses of this feature equal to your wisdom modifier. You regain all expended uses after a short or long rest.
Spiritual stride
Your spiritual form has manifested into its own form instead of yourself. Chose riptide, sprint, or soar. You gain the following benefits based on your decision.
Riptide
Your spirit gains the form of some sort of sea creature. Whenever you stride, a projection of that creature appears. Whenever you use your stride, if you are touching water, you stride distance is doubled. Any creature you pass through when you stride must make a dexterity saving throw and take 2d10 piercing damage on a failed save or half on a success. Additionally you have a swimming speed of 30 feet.
soar
Your spirit gains form of some sort of avian creature. Upon striding, you gain a flying speed of 20 feet until the end of your next turn. Additionally, your stride distance is doubled if you stride at least 10 feet above ground.
Sprint
Your spirit gains the form of some sort of land creature. Upon striding, any creature you pass through must make a strength saving throw against your spell save DC, of be immediately pushed 5 feet to either the left or the right (your choice). Additionally, you may dash a a bonus action, and your stride distance is doubled.
quick escape
If a creature succeeds on an attack roll against you or you are forced to make a strength or dexterity saving throw, you may use your reaction to expend a use of stride to escape the danger. You can use this a number of times equal to half your stride uses (rounded down).
Recharge
If you roll initiative and have no uses of stride remaining, you gain 2 uses of stride and 1 use of quick escape.
Previous Versions
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10/9/2023 1:37:04 PM
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4
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2
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5
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Coming Soon
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