Ranger
Base Class: Ranger
 A flash of steel, a swift movement, powerful magic. A herald of death and honor. 
The ronin are masterless, wandering warriors, beholden to no code but their own. No two are the same, each with their own tale that led them down the warrior’s path. They are masters of many weapons, striking with blade and arrow in a spectacle of blinding speed and accuracy. Some ronin use their power to protect the vulnerable honor bound to do what they see as right, no matter the cost. Others pursue their own ends, unfettered by the consequences of their actions. Ronin are dangerous combatants, hardened survivors, and above all things, free.

Slash Draw

You have master the art of striking with sudden, explosive power at any moment. Once per turn, you can draw or stow one weapon, provided you aren't incapacitated (No Action Required). Additionally, on each of your turn, the first time you hit a creature with a weapon you drew that turn, that attack deals an extra 1d6 damage of the weapon type. This extra damage increases to 1d8 at the 11th level. 

 

Wandering Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Wandering Magic Spell Table. Each spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. 

 

Wandering Magic Table

                                                                      Ranger Level                                                                                                                                                 Spell

3rd Level  Expeditious Retreat
 5th Level Blur 
9th Level  Remove Curse 
 13th Level Death Ward 
17th Level Legend Lore 

 

Masterless

You are a lone warrior, shackled to the whims of no one. Whenever you make a shaving throw to avoid or end the charmed condition on yourself, roll a d6 and add the number rolled to the saving throw. 

Cleaving Parry

When a creature makes a weapon attack against you while you have a stowed melee weapon and a free hand, you can use your reaction to attempt to parry the blow, drawing your weapon as you do. Your AC increases by an amount equal to your Dexterity or Strength Modifier (you choose) against the attack, and you gain temporary hit points equal to your proficiency modifier + your wisdom modifier. After the attack hits or misses, you can stow that weapon as part of this reaction. 

Multi Weapon Mastery

You have advantage on the first melee weapon attack you make each turn, as well as advantage on the first range attack you make each turn. 

Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attacks. 

Relentless Onslaught

You've mastered the art of attacking with unrelenting speed. When you take the attack action, each time you score a critical hit or reduce a creature to 0 hit points as part of that action, you can make one additional weapon attack. You can make up to three additional attacks with this feature per turn. 

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