Ranger
Base Class: Ranger

Ronin are warriors without a home, lone wanderers, nomads looking to restore the honor they have lost, or simply misplaced. Focusing on enemies with supernatural precision, Ronin excel at one-on-one combat and the survival techniques needed for travelling without a master. Through sheer will, a Ronin perseveres even in the most dire of circumstances.

Ronin Magic

3rd Level Ronin Feature

You learn additional spells when you reach certain levels in this class, as shown in the Ronin Spells table. Each spell counts as a Ranger spell for you, but doesn't count against the number of Ranger spells you know.

Ronin Spells

Ranger Level Spell
3rd Heroism
5th Find Steed
9th Haste
13th Locate Creature
17th Scrying

 

Standoff

3rd Level Ronin Feature

You can use your bonus action to concentrate on a hostile creature you can see within 30 ft. of you (as if concentrating on a spell). While concentrating on that creature, you have advantage on any attack roll you make against that creature. Moreover, while concentrating in this way, both you and the target have disadvantage on attack rolls it makes against a creature other than each other. 

You can use this feature a number of times equal to your Wisdom modifier, and regain any expended uses when you finish a long rest.

Lone Warrior

7th Level Ronin Feature

Fighting one-on-one with enemies, you have an uncanny ability to escape harm. While concentrating on a hostile creature with your Standoff feature, you gain +2 to AC. When you reach 15th level, this bonus to AC increases to +3.

Crippling Strike

11th Level Ronin Feature

You have learned to hone in on your mark, attacking with precise strikes. Once per turn, when you make an attack roll with advantage, you can choose to forego that advantage to deal extra damage equal to your Proficiency Bonus + your Wisdom modifier. Moreover, when you use this feature, you can choose to target a limb and deal an additional effect. Each effect requires a saving throw against your Spell Save DC - on a failure, the target suffers one of the following effects for 1 minute, or until the target receives magical healing or similar magic (such as the Regenerate spell).

Arm. The target must succeed on a Strength saving throw or the arm is rendered useless - the target drops anything it is carrying with that arm, and cannot use that arm to carry or use any item.

Leg. The target must succeed on a Dexterity saving throw or its movement speed is halved.

You can use this feature a number of times equal to your Proficiency bonus, and regain any expended uses when you finish a short or long rest.

Frightful Stance

15th Level Ronin Feature

Your very presence instills fear in those that witness your talents. When you slay an enemy, you can use your reaction to take a frightful stance. Each creature that can see you when you make this stance must make a Wisdom saving throw against your spell save DC or have the Frightened condition. A frightened creature can repeat its saving throw if they end their turn more than 60 ft. away from you or behind total cover from you, ending the effect on a success. If you have the Incapacitated condition, this effect ends early.

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