Ranger
Base Class: Ranger

 I am the bone of my sword
 Steel is my body and fire is my blood 
 I have created over a thousand blades
 Unknown to Death,
 Nor known to Life.
 Have withstood pain to create many weapons 
 Yet, those hands will never hold anything 
 So as I pray, Unlimited Blade Works.

You are a master and fanatic when it comes to weapons. Your life centers around them and your soul is drawn to them.

Blade Sight

As a Bonus Action you can make a Investigation check on any singular bladed non-magical weapon, bow, crossbow or ammunition you can see. On a 15 or higher you gain detailed information about that item to the point of knowing everything about it, its construction, its history, and its material components. This information is stored magically inside of your brain and is available at all times regardless of your initial ability to recall information. You may spend 1 hour mentally studying such an item to make an Investigation/Arcana check with a DC set by the DM to solidify its mental picture.

When you reach 5th level in this subclass you may perform an Arcana check on Common magical items, 7th level Uncommon, 9th level Rare, and 11th level Very Rare, 15th level Legendary, and 20th level Artifact.

Projection

You have a number of charges equal to half your Ranger level + your Intelligence modifier, which recharge after a long rest.
As a Bonus action you can use these charges to magically create any weapon or ammunition you have successfully memorized through Bladesight. Equipment can be created based on the following costs:1 charge for non-magical equipment, 2 for common, 4 for uncommon, 6 for rare, 9 for very rare, 12 for legendary, and 15 for artifact. The item can only be active outside of your Armory for 1 minute or if you have spent the time to study it, 10 minutes. The item is naturally unstable being made of air and magical energy, so if a 1 is rolled while attacking with the weapon it becomes unstable and breaks after the attack is made.

Armory

A specialized Demiplane is created in your mind. As a Bonus Action you can move a number of projections either in or out of the Demiplane equal to your proficiency modifier. This can be used to store, or retrieve previously created weapon(s) or ammunition projections and can hold a near infinite amount of them. When weapons are retrieved from the Demiplane they can appear anywhere within 5 feet of you, including in your hand(s). When they are being stored into the Demiplane they can also be retrieved so long as they are within 5 feet of you. This feature can also be used to swap weapons from the Demiplane as a Bonus action so long as the number of weapons swapped does not exceed your proficiency modifier.

Body of Blades

At 7th level, you soul begins to affect your physical body altering its composition into something similar to metal blades. You gain resistance to non-magical slashing, piercing, and bludgeoning attacks.

Master of Blades

At 11th level you have increased your expertise and understanding of all weapons. You can choose another fighting style.

Archery

You gain a +2 bonus to hit with ranged weapon attacks.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Rho Aias

As a Reaction you can create a magical 7 layered shield in front of you. The shield covers an 15 foot wide area with you at the center and each layer blocks 15 points of damage from an attack or a single spell attack that tries to pass through the shield below 5th level, after which the layer breaks. The shield can be maintained as a reaction on subsequent turns or dismissed, but once all 7 layers have been broken it cannot be used again until a long rest has been taken.

Reality Marble

At 15th level you have gained mastery over the plane of your mind and are able to enter it freely. However, this process takes time and extreme focus. In order to open the Demiplane and move into it you must maintain concentration as an Action for 3 turns. This concentration works the same way as concentrations spells and if you take any damage you must roll to maintain concentration. At the end of the casting period a number of creatures equal to twice your proficiency modifier can be sucked into the Demiplane with you. Any creature that wants to resist the effect must make a DC 15 Dexterity save in order to move outside the transitory space.

When the ability is cast no entry point remains in the material world. The Demiplane has a is made up of a barren surface extending 60 feet in all directions, which can be altered to your preference slightly. Scenery can be added as well as structures, however, they can not exceed the space of 5 cubes measuring 10 feet in all dimensions. In addition to this all weapons you have created with Projection on lay embedded in the ground throughout the area.

These weapons can not be wielded by anyone other than you, remaining stuck in the ground. While within 10 feet of a weapon you can use a Bonus action to cause it to float into the air, move in any direction up to 30 feet, and make a melee spell attack dealing the weapon's normal or enchanted damage. For example, the longsword Flametongue would do 1d8 slashing damage, and if a bonus was used to ignite its ability, it would also deal 2d6 fire damage. The weapon can remain floating so long as no other weapon is used with this ability.

This ability may only be used once per long rest.

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