Ranger
Base Class: Ranger

An ancient art practiced by the noble assassins of the Ophreni Familia, the Shardbound Weavers are an elusive order descended from branches of the divine practitioners who once drew their power from the gods and the forces of nature. These individuals are trained in the arcane arts, learning to weave the natural essence within themselves into razor-sharp shards of magical energy, granting them the means to eliminate those who threaten the interests of their Familia.

Though their teachings are guarded by tradition and secrecy, some Shardbound Weavers pass their craft to those they deem worthy. Such disciples must possess the instincts of a hunter, the discipline of an assassin, and the bearing of nobility—a harmonious blend of lethal precision and refined elegance.

Shattered Blade

At 3rd level, the first ritual of the Shardbound Weavers binds a weapon to the wielder's soul, forging an eternal connection between the two. After mastering the necessary arcane techniques, you can perform an 8-hour ritual to bind a weapon to yourself. During the ritual, the weapon shatters into five fragments that reform into an ornate vambrace around your wrist. Five razor-sharp shards float above the vambrace, rotating in a smooth, elegant motion.

The vambrace serves as both your primary weapon and a Spellcasting Focus for your Ranger spells. The weapon used in the ritual determines the vambrace's appearance and retains its physical characteristics through the transformation, as described below.

Weaver's Vambrace

Bound Weapon. When you complete the 8-hour binding ritual, the weapon becomes your Weaver's Vambrace. You can't bind another weapon while this bond remains. If you perform the ritual again, the previous bond ends, and the former weapon returns to its original form.

Spellcasting Focus. You can use your Weaver's Vambrace as a Spellcasting Focus for your Ranger spells.

Shard Attacks. You can make melee attacks against targets within 10 feet of you. When you make an attack with the vambrace, you can use your choice of Dexterity or Wisdom for the attack and damage rolls.

Damage. On a hit, the attack deals 1d6 slashing damage, plus the ability modifier used for the attack and damage rolls. The damage die increases to 1d8 at Ranger level 5, 1d10 at level 10, 1d12 at level 15, and 2d8 at level 20.

Weapon Characteristics. The vambrace retains the bound weapon's magical characteristics or abilities that do not depend on its original physical form. It doesn't retain the original weapon's properties or Weapon Mastery property unless another feature explicitly allows it. The vambrace uses the attack range and damage progression specified in this feature.

Soul Reaver

As a Bonus Action, you launch a razor-sharp shard from your Weaver's Vambrace at one creature you can see within the weapon's normal range. Make a ranged attack using your Weaver's Vambrace. On a hit, the target takes the weapon's normal damage plus an extra 1d6 Psychic damage.

The target must then make a Constitution saving throw against your Ranger spell save DC. On a failed save, the target's Speed is halved until the end of your next turn. On a successful save, the target's Speed is reduced by 5 feet for the same duration.

  • Soul Reaving. When the shard hits a creature, it embeds itself in the target before returning to your Weaver's Vambrace, empowering your remaining shards. Until the end of your next turn, your attacks with your Weaver's Vambrace deal an extra 1d6 Psychic damage on a hit.
  • Shatterstorm. While empowered by Soul Reaver, you can channel a spell slot into your Weaver's Vambrace to unleash a devastating burst of razor-sharp shards. When you hit a creature with your fifth attack using your Weaver's Vambrace while Soul Reaver is active, you can expend a spell slot to detonate the shard embedded in the target. The target must make a Dexterity saving throw against your Ranger spell save DC. On a failed save, the target takes 5d6 Slashing damage. On a successful save, it takes half as much damage.
    • Spell Slot Scaling. When you expend a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
    • Lingering Shards. After the detonation, five shards remain embedded in the ground in unoccupied spaces within 5 feet of the target. The shards remain for 1 minute before fading away. They have no additional effect unless another feature specifies otherwise.

Regal Lethality

At 7th level, you embody the regal bearing of a noble, wielding elegance, sharp wit, and refined technique to assert your authority. Your movements and words carry the confidence of one born to command, allowing you to influence others and overcome physical challenges through precision rather than brute force.

  • Regal Presence. Whenever you make a Charisma ability check that uses a skill you are proficient with, you can use your Wisdom modifier in place of your Charisma modifier.
  • Refined Technique. Whenever you make a Strength ability check that uses a skill you are proficient with, you can use your Dexterity modifier in place of your Strength modifier.
  • Noble Education. You gain proficiency in one skill of your choice.

Cruel Chaser

At 11th level, While under the effects of Soul Reaving, you become an elusive predator, pursuing your prey with supernatural speed and striking from unseen angles.

  • Unrelenting Pursuit. Your Speed increases by 30 feet while Soul Reaver is active.
  • Phantom Veil. You have the Invisible condition while Soul Reaver is active. This condition ends immediately after you make an attack roll or take damage.
  • Cruel Pursuit. While Soul Reaving is active, you can teleport to an unoccupied space within 5 feet of a creature you can see within 10 feet of you. Immediately after teleporting, you can make one attack against that creature using your Weaver's Vambrace.

Impure Weaver

At 15th level, the final ritual of the Shardbound Weaver draws upon the magic of the Weave, crystallizing its power within your vambrace to elevate your lethality beyond its natural limits. You can cast Shillelagh on your Weaver's Vambrace, altering the spell's effects. When cast this way, the spell lasts for 1 hour and requires no Material components. Instead of the spell's normal effects, your vambrace is enhanced with crystallized magic and grants you the following benefits, known as Malefic Arts.

  • Enhanced Accuracy. You gain a 1d4 bonus to attack rolls you make with your Weaver's Vambrace.
  • Crystallized Lethality. You gain a 2d4 bonus to damage rolls you make with your Weaver's Vambrace.
  • Psychic Resonance. Whenever you deal damage with your Weaver's Vambrace, you can choose to deal Psychic damage or the weapon's normal damage type instead.

Malefic Arts
When you use Shatterstorm, the five shards it leaves behind can be harnessed to perform the following Malefic Arts. You can use an available set of shards to perform only one Malefic Art. Once you use a Malefic Art, all shards created by that use of Shatterstorm disappear.

  • Malefic Strings. As an action, you command the Weave flowing through the shards to form a web of crystallized strings. Each creature of your choice within 30 feet of any of the shards used must make a Constitution saving throw against your Ranger spell save DC. On a failed save, a creature has the Incapacitated condition until the end of your next turn. On a successful save, it takes 1d6 Psychic damage for each shard used to create the web.
  • Malefic Burst. As an action, you command the Weave flowing through the shards to converge upon a creature you can see within 30 feet of any of the shards used. The shards launch toward the target, piercing it with concentrated psychic energy. The target must make a Dexterity saving throw against your Ranger spell save DC. On a failed save, the target takes 1d6 Psychic damage for each shard used and has the Restrained condition until the end of your next turn. On a successful save, the target takes no damage and isn't Restrained. Instead, each creature of your choice within 10 feet of the target must make a Dexterity saving throw against your Ranger spell save DC, taking 1d6 Psychic damage for each shard used on a failed save, or half as much damage on a successful one.

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