Base Class: Ranger
Rangers who follow the Way of the Blade are masters of precision and battlefield control, wielding arcane daggers that strike swiftly and manipulate foes. Their magical daggers mark targets, deal devastating damage, and can be recalled to disrupt and reposition enemies. With unmatched agility and strategic prowess, these rangers dance through combat, pulling strings like a puppeteer to dominate the battlefield and turn the tide of any encounter. Whether launching a flurry of daggers or forcing enemies to their knees, a Blade Ranger is a whirlwind of deadly precision and cunning control.
Dagger Cache
At 3rd level, you unlock a cache of magical daggers infused with arcane energy, granting you the following features:
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Magical Daggers: After completing a long rest, you create a maximum number of magical daggers equal to 1 + your proficiency bonus. These daggers are weightless, do not count against your carrying capacity, and disappear if more are created above your maximum. You are proficient with these daggers, which use your Dexterity modifier for attack rolls, and they can only be used when thrown. Only you or those trained in the Way of the Blade can use these daggers.
- Damage: On a hit, a dagger deals 1d6 + your Dexterity modifier piercing damage (the damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage). The damage increases as you gain levels in this subclass:
- 7th level: 1d8
- 11th level: 1d10
- 15th level: 1d12
- Dagger Recall: As a bonus action, you can call a magical dagger within 30 feet back to your hand. If the dagger is embedded in a creature, you can use this feature to pull it free. When you do, the creature takes 1d6 magical piercing damage and is pulled up to 15 feet toward you if it is medium or smaller. A Large creature must make a Strength saving throw against your spell save DC to be pulled; on a failure, it takes 1d6 magical piercing damage and is pulled 15 feet. On a success, it takes only the damage. A creature larger than large takes the damage but cannot be pulled.
Mark of the Blade
Your fighting style revolves around using the daggers for marking and controlling the battlefield.
- Marking Strike: When you hit a creature with one of your magical daggers, it becomes marked. While marked:
- You know the location of a marked creature, unless it is on another plane.
- You have advantage on your next attack roll against that creature.
- Your attacks deal additional force damage equal to your Wisdom modifier.
When a magical dagger is embedded in a creature, that creature can attempt to remove the dagger as an action on its turn. The creature must succeed on a Dexterity or Strength ability check against the ranger's spell save DC to remove the dagger. On a success, the dagger is pulled free and falls to the ground in an unoccupied space within 5 feet of the creature.
- Tethered Pull: When you use your Dagger Recall to pull a marked creature, you can make a melee attack against the creature as a reaction (given you pull them within reach). This melee attack against the creature is made with advantage, and the creature takes an additional 1d6 force damage on a hit.
Blade Dance
At 7th level, your connection to your magical daggers deepens, allowing you to better manipulate enemies and move freely around the battlefield.
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Dagger Step: After pulling a marked creature within range using the Dagger Recall feature, you can move without provoking opportunity attacks. Additionally, you can throw a dagger at an enemy within 5 feet of you without disadvantage.
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Dagger’s Grasp: Instead of pulling a creature toward you with Dagger Recall, you can now pull yourself toward the creature (Tethered Pull and damage for Dagger Recall still applies). Additionally, you can now use Dagger Recall to pull small, unattended objects to you (up to 10 pounds in weight), rendering the object unharmed due to the magical properties of the dagger.
Razor Precision
At 11th level, your mastery over magical daggers allows you to maintain control of the battlefield with pinpoint precision.
- Endless Barrage: Once a turn, when you score a critical hit against a marked creature, you can immediately make an additional attack with a magical dagger against a different target within range or use Dagger Recall to pull a dagger back.
- Disorienting Strike: When you hit a creature that is already marked, the creature has disadvantage on its next attack roll against you before the end of its next turn.
- Enhanced Dagger Control: You can now throw the magical daggers at long range without disadvantage and the range of your Dagger Recall feature increases to 60 feet. Dagger Recall now deals 2d6 magical piercing damage and you can pull to a maximum of 30 feet.
Blade Puppeteer
At 15th level, your mastery of magical daggers allows you to manipulate enemies and the battlefield with unparalleled precision and control.
- Concussing Pulse: You can use a bonus action to make a marked creature make a Wisdom saving throw against your spell save DC or take 4d6 force damage and become stunned until the end of its next turn. You may use this feature a number of times equal to your Wisdom Modifier, resetting on a long rest.
- Puppet Mastery: Marked creatures are easier to manipulate. When you pull a marked creature using Dagger Recall, you can position it to any unoccupied space within range (left, right, or towards you).
- Crippling Strike: After landing a hit with a magical dagger, the creature loses half their movement speed until the end of their next turn.
Previous Versions
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