Ranger
Base Class: Ranger

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—vigilantes doing 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 mastered the art of striking with sudden, explosive power at any moment. Beginning at 3rd level the first time each turn that you hit a creature with a melee weapon attack using a weapon you drew that turn, the attack deals an extra 1d6 damage of that weapon’s type. This extra damage increases to 1d8 when you reach 11th level in this class.

Wandering Magic

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

Masterless

You are a solitary warrior, shackled by no code or authority beyond your own. Beginning at 3rd level whenever you make a saving throw to avoid or end the charmed condition on yourself, roll a d6 and add the number rolled to the saving throw. You can use this feature as many times equal to your proficiency bonus, gaining back any expended uses on a long rest..

Five Rings

At 7th level, life without a master and biding conduct has allowed you many preparations. You gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, Performance, or Persuasion.

Additionally, after you make skill check or saving throw that you are proficient with, you can roll a d6 and add that number to the roll. You can use this feature as many times equal to half your proficiency bonus, gaining back any expended uses on a short rest.

Cleaving Parry

Beginning at 11th level, 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 that blow, drawing your stowed weapon as you do so. Your AC increases by an amount equal to your Wisdom modifier (minimum of 1) against that attack, and you gain temporary hit points equal to your proficiency bonus doubled. After the attack hits or miss, you can then stow that weapon as a part of this reaction. You can use this feature as many times equal to your proficiency bonus, gaining back all expended uses on a long rest.

Relentless Onslaught

The speed and ferocity of your onslaught is legendary. Starting 15th level 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.

Previous Versions

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7/21/2024 10:27:39 PM
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