Ranger
Base Class: Ranger

A stealth and mischievous Ranger that walks in the shadow of the trees, and takes strength from nature to master the art of seeking its enemies. Masters of disguise and ambush, Forest Ninjas are elusive hunters who blend the ancient wisdom of the wild with the deadly precision of the shadow arts.


You unlock the following spells at the listed Ranger levels. These spells are always prepared and do not count against the number of spells you can prepare each day. If you gain a spell that does not appear on the Ranger spell list, that spell is nonetheless a Ranger spell for you.

  • 3rd Level: Fog Cloud 
  • 5th level: Mirror Image
  • 9th level: Haste
  • 13th level: Greater Invisibility
  • 17th level: Etherealness

 

Level 3: Sinister Throw

You master the use of Throwable Weapons, gaining 1d4 Bonus Damage if a Thrown Weapon hits a creature. This damage is increased to a 1d6 at level 6 and 2d6 at level 10.

Level 3: Ninja Armaments

You hone your skills and learn how to craft and use special tools to accomplish your espionage. You gain the following benefits:

  • Tool Proficiency. You gain proficiency with Woodcarver's Tools.
  • Skill Expertise. You gain Expertise in either Stealth or Survival (your choice).
  • Rope Kunai. By spending 15 gp and 10 ft of Hemp Rope, you can transform one of your Daggers into a Rope Kunai.

The Rope Kunai is a mixed weapon built from a Dagger and a length of Hemp Rope, that enables versatility in combat. Using it in multiple ways opens two different combat modes:

  • If held by the handle of the Dagger, it works as a regular Light weapon. When used as such, if the weapon is Thrown, the rope can be tied to the throwing arm: after the thrown weapon hits a creature, the weapon can be instantly retrieved by pulling back the rope with the arm.
  • If held by the rope itself, the weapon behaves as a ranged martial weapon with the Thrown (20/40) and Finesse properties, that deals 1d6 Piercing damage, with the Pull mastery.
    • The Pull mastery allows the user to perform an Athletics check, in order to pull a large or smaller size creature up to 10 feet closer.

Level 7: Mastery of Disguise

You learn how to conceal yourself among trees and undergrowth, attacking without being discovered, and how to move rapidly and silently through the forest when unobserved.

You gain Advantage on all Stealth and Acrobatics checks.

Level 7: Stalker's Prowess

You learn to channel your spell slots into powerful martial techniques. As a bonus action on your turn, you can expend one spell slot of the designated level to use any of the following features:

Saving Throw DC = 8 + your Strength or Dexterity modifier (your choice) + your Proficiency Bonus

  • Pushing Blow. When you hit a Large or smaller creature with an unarmed strike, you can expend 1 first-level spell slot to force the target to succeed on a Strength saving throw or be pushed 15 feet away from you.
  • Sweeping Kick. When you hit a Large or smaller creature with an unarmed strike, you can expend 1 first-level spell slot to force the target to succeed on a Dexterity saving throw or be knocked Prone.
  • Grappling Strike. When you hit a Large or smaller creature with an unarmed strike, you can expend 1 first-level spell slot to force the target to succeed on a Dexterity saving throw or be Grappled by you.

In addition, by widening the handle and making the blade retractable, using Woodcrafters' Tools, you can transform a Dagger into a Nunchaku Handle. This weaponry will make your martial arts more effective, enabling two combat modes:

  • If the blade is extended, the Nunchaku Handle functions as a regular Dagger.
  • If the blade is retracted, the handle grants +2 bonus damage to Unarmed Attacks while held.
  • A Nunchaku Handle cannot be used to craft a Rope Kunai using Hemp Rope. You can, however, use a Nunchaku Handle in combination with a Rope Kunai, if held from the handle of the Dagger.

Every turn, before attacking, you can extend or retract the blade from your Nunchaku Handle as a Free Action. As a Bonus Action, you can then extend or retract it a second time.

Level 11: Advanced Ninjutsu

You are now capable of harnessing your inner energy to perform truly remarkable combat abilities. You gain the following advanced techniques.

  • Harpoon Kunai. When you hit a creature with an attack using the Rope Kunai, you can expend 1 second-level spell slot to attempt to pull that creature toward you. The target must succeed on a Strength saving throw against your spell save DC or be pulled up to 40 feet toward you.
  • Shuriken Volley. As an action, you can expend 1 second-level spell slot to hurl Shuriken against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have enough Shuriken for each target, as normal, and you make a separate attack roll for each target.

Through advanced craftsmanship, you also learn to craft the legendary Bushido Kunai: a modular, chain-linked weapon that serves as the pinnacle of your arsenal. To assemble it, you require 2 Nunchaku Handles (already in your possession) and the following materials: a Darksteel Chain, Ironwood Binding Strips, and Shadowsilk Wrapping.

By connecting two Nunchaku Handles with a long chain, you assemble the Bushido Kunai. The two handles can be attached and detached from the chain at any time, enabling the following combat modes:

  • Both handles detached: Each functions independently as a Nunchaku Handle or Dagger
  • One handle attached: Functions as a Chain Kunai (Two-Handed, Thrown 20/40, Finesse) - see below
  • Both handles attached: Bushido Kunai — full weapon mode (see below)
Chain Kunai — Combat Modes

The Chain Kunai is a hybrid weapon, similar to the Rope Kunai, built with a long chain and a Nunchaku Handle on its end. Because of the increased weight of the chain, respect to a regular Rope Kunai, this weapon has the Two-Handed, Thrown (20/40) and Finesse properties, as well as the Pull mastery. Switching between modes costs a Bonus Action. By extending and retracting the blade of the handle, this weapon can be used in three different ways:

  • Blunt Swing (blade retracted): You hold the empty hand of the chain, and swing the other end at your target with both hands. Damage: 1d8 Bludgeoning
  • Blade Swing (blade extended): You extend the blade before the swing, adding lethal precision to the strike. Damage: 1d6 Piercing + 1d4 Bludgeoning
  • Disengage (free action, once per turn) You detach the handle from the chain, instantly converting it into a free Dagger (or Nunchaku Handle, if the blade is retracted). Reattaching the handle costs a Bonus Action.
Bushido Kunai — Combat Modes

The Bushido Kunai is a two-handed martial melee weapon with Finesse and Reach (10 ft), and the Vex mastery. Switching between modes costs a Bonus Action. It can be used in the following ways:

  • Blunt Swing (blades retracted): You hold one handle and swing the other end at your target. This attack is equivalent to the use of a Chain Kunai with the blade retracted. Damage: 1d8 Bludgeoning
  • Blade Swing (one blade extended): You extend one blade before the swing, adding lethal precision to the strike. This attack is equivalent to the use of a Chain Kunai with the blade extended. Damage: 1d6 Piercing + 1d4 Bludgeoning
  • Chain Restraint (both handles held, no attack roll): You use the chain itself to wrap, pin, or choke your target. The target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your Proficiency Bonus) or be Grappled or Restrained until the start of your next turn (your choice). You cannot move while maintaining the restraint.
  • Disengage (free action, once per turn) You detach one handle from the chain, instantly converting the Bushido Kunai into a Chain Kunai and a free Dagger (or Nunchaku Handle, if the blade is retracted). Reattaching the handle costs a Bonus Action.

Using either a Chain Kunai or a Bushido Kunai to perform a Blade Swing, you can apply the effect of the Harpoon Kunai in the same way as for a Rope Kunai.

Level 15: Death Dealer

You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC: 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

If you reduce a creature to 0 hit points using this ability, you regain 3 spell slots of upto second level.

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