Ranger
Base Class: Ranger

Some rangers prowl the shadows. Others live in harmony with the beasts of the wild. But you? You stride across the battlefield like it’s a stage, cloak billowing, words sharper than any blade. The Way of the Grandiloquent is not a path for the meek. It is for those who slay monsters with metaphors, who blind their enemies not with magic, but with the sheer radiance of their personality and an endless barrage of infuriatingly well-enunciated taunts.

You are not simply a warrior—you are a performer. You narrate your own battles in real time, making sure everyone hears every syllable. You correct your foes' grammar mid-fight. You monologue during combat. You never shut up. And somehow, despite the eye rolls and the pleading looks from your party, it works.

Combat, for you, is theater. And you're always the star.

*Note from the author

This Subclass is inspired by Dante from Devil May Cry. So unless it does not make sense for you I will break it down. 1rst dante is a devil hunter, so hunter…ranger…yea. 2 ranger is chosen more as a thing to hold back the subclass from not being not too op. I am heavily against multiclassing this thing, but if your dm is cool with it. aight. 3 the subclass is all about using greatswords and being all in the face of the enemy.

Source: Ali’s Pasta

Heavy Handed & Gunslinger

At 3rd level, You gain proficiency in greatswords. Additionally you can hold the sword with just one hand. For length of one rounds, this ability can be used 3 times per long rest it is activated with a bonus action. During this abilities activation you may also attack with your greatsword as a bonus action.

Gunslinger

At 3rd level, You gain proficiency in firearms and in performance.

Style Meter & Air Hike

At 3rd level, you gain the Style Meter ability.

  • Whenever you land a hit on a creature, you gain 1 Style Point.

  • If you continue landing hits consecutively on different creatures, you rack up more Style Points, to a maximum of 12.

  • If you miss, you lose 1 Style Point.

  • If you get hit, you lose all your Style Points.

Upon reaching specific thresholds of Style Points, you unlock powerful Style Abilities. These abilities do not consume Style Points; the points only indicate when the ability becomes available.

All Style Abilities require a greatsword to use and cannot be used while dual-wielding.


Style Abilities

Stinger (3 Points)
As an action, you dash 30 ft in a straight line while holding your greatsword in front of you. This dash does not consume your movement.

  • If a creature is in your path, you make a melee attack with advantage.

  • On a miss, you lose 2 Style Points, and the enemy is pushed to the side.

  • On a hit, you drag the enemy with you and knock them prone.

  • Using Stinger grants you 2 additional Style Points.


Prop Shredder (6 Points)
On a hit with your greatsword, you spin in place, attacking all enemies within 10 feet of you.

  • For each creature hit, you gain 1 Style Point.


High Time (12 Points)
On a hit with your greatsword, you launch the enemy 10 feet into the air using an upward strike.

  • While the enemy is airborne, you may use your reaction to perform either Stinger or Prop Shredder, allowing you to combo the enemy.

  • This attack can only be used against creatures larger than you.


Air Hike (3rd Level)

Also at 3rd level, you gain the Air Hike ability.

  • As a bonus action, you may activate Air Hike to double your jump distance.

  • You can use this ability a number of times equal to your proficiency bonus, and it lasts for 5 rounds per use.

Stance Change

Beginning at 7th level, you gain mastery over a Stance Attack. The stance you use is chosen after completing a long rest, and you can only benefit from one stance at a time.

  • You may perform your chosen Stance Attack a number of times equal to your proficiency bonus (unless stated otherwise).

  • Each time you perform a Stance Attack, you gain 2 Style Points.

Gunslinger

As a reaction, when a creature comes within 10 feet of you:

  • You quickly draw a firearm (even if it is not equipped) and fire at the attacker.

  • Make a ranged weapon attack as part of the reaction.

Royal Guard

You master the art of pure defense and retaliation.

  • As an action, you enter a defensive stance that lasts 3 rounds.

    • While in this stance, you gain temporary hit points equal to 3 × your Ranger level.

    • Enemies have advantage on attack rolls against you during this time.

  • After the stance ends, you may use an action to release all the damage you took during Royal Guard.

    • This is a touch attack that automatically hits—no attack roll, no saving throw.

    • The damage is dealt as force damage and equals the total amount of damage absorbed during the stance.

Sword Master

As an action, you throw your greatsword forward in a spinning arc.

  • The sword travels 30 feet in a straight line, creating a 10-foot radius circular area of effect as it spins.

  • It then returns to your hand.

  • Any creature caught in the area of effect may be hit twice (once on the way forward, once on the return).

  • If a creature is hit twice, it is knocked prone (this only applies to creatures larger than you).

  • Make an attack roll using your greatsword to determine if the attack hits.

Trickster

Trickster is a special stance and not a direct attack.

  • As a bonus action, you may teleport directly in front of an enemy within 60 feet, provided the space is unoccupied.

  • After teleporting, you may make an opportunity attack with advantage.

    • On a hit, you gain 2 Style Points.

    • On a miss, the enemy gains an opportunity attack against you with advantage.

  • Additionally, as a reaction, when an enemy misses an attack against you, you may teleport 10 feet backward.

Taunt

Starting at 11th level, you can provoke and manipulate your enemies with a bold display of style.

  • As an action, you may Taunt a creature within 60 feet that can see and hear you.

  • Roll a Performance check. The DC is determined by the DM, based on the enemy’s temperament or intelligence.

  • On a successful taunt, you gain 3 Style Points.

  • However, you cannot use your bonus action on the same turn you taunt.

Stance Shift:
After performing a successful taunt, you may immediately switch your stance.
You cannot choose your stance manually—your stances rotate in the following fixed order:
Swordmaster → Gunslinger → Trickster → Royal Guard → (back to Swordmaster, and so on).

Style Trigger

At 15th level, you unlock the ability to unleash your full potential in a dramatic burst of power.

  • As a bonus action, you may activate Style Trigger, undergoing a transformation.

  • This transformation may involve a complete physical change, which you may describe freely, as long as you remain a Medium creature.

  • The transformation lasts for 10 rounds (1 minute).

While transformed:

  • All your attack rolls and damage rolls gain a bonus equal to your Wisdom modifier.

  • All Style Attacks generate double the usual number of Style Points.

  • Your maximum Style Point cap increases to 24 for the duration.

Once you use Style Trigger, you must finish a long rest before you can use it again.

Previous Versions

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