Ranger
Base Class: Ranger

After a crippling loss the enemy retreats to the woods. Small encampments are made, rations are distributed, and the enemy tends to their wounded. However despite the loss of warriors, munitions, and pride the enemy has a person to rally behind. Their leader stands tall and tries to develop a strategy for the next attempt to attack. This leader is the guiding light for the enemy, never has he thrown life away without intending to pay it back in full. His very presence brings the enemy back to its feet. Silently the wood elf who has been hiding in the trees among the encampment observes all this. Reading her bow with an arrow already notched, she waits patiently. When the enemy's leader starts to come out of his tent she does not fire, when he gathers his warriors to listen to what he has to say she does not fire. However once the mouth of the leader opens to address his warriors, all that comes out is a pained gurgle as an arrow pierces the leader's throat. Leaving the scene the wood elf know's that by daybreak the enemy shall be defeated.

 

Bustling would not be the word to describe the marketplace as citizens barely manage to buy food for the night's meal. Some will go home hungry, but none dare to steal even a single loaf of bread. This fear of stealing comes from the guards who walk throughout the entire city their blade's itching for blood. As grumbling citizens return home with the fading of the sun, an aged man straggles behind the others. Moving apart from the crowd ahead of the aged man is a cloaked figure. The cloaked figure moves slowly and gracefully past the aged man, whispering the word revolution. Confusion at first comes to the aged man's face as he turns to look back at the cloaked figure. As he does the cloaked figure draws a blade and swiftly dispenses with one of the many guards that stand in the marketplace, then another, and another. The aged man seeing bloodshed of oppressors feels a new sensation in his chest, inspiration. Shouting out to the crowd that still advanced to their homes, the aged man spurs them to join the cloaked figure. With some hesitation a handful join the aged man, taking the discarded weapons of fallen oppressors. Charging forwards this handful grows into an army of angered citizens, and amidst the chaos the cloaked figure leaves knowing that his enemy's capital will be destroyed by sunrise.

Infiltrator's Blade

At 3rd level, you gain one of the following features of your choice.

Blade in the Dark

When in stealth and making an attack with a finesse or ranged weapon you gain a damage increase, 2d6 at 3rd level, 3d6 at 9th level, 6d6 at 15th level.

Blade of the False Friend

After having your training in espionage and infiltration, you gain the ability to convince others into doing your dirty work. The spells suggestion and vicious mockery are added to your Ranger spell list and do not count against your maximum amount of spells that are able to be learned at a time.

Blade of the Saboteur

In your time of fighting you have learned that distractions are as deadly as arrows, and supplies are an army's worst weakness. As an action you can draw a rune on the ground. This rune will be set to go off in a period of time decided when you create it. Upon explosion this rune has a 20 foot cube of fire, ice, lightning, radiant, or necrotic damage. The damage itself is 2d6 at 3rd levl, 3d6 at 9th level, and 6d6 at 15th level. Damage does affect allies and foes alike, along as the caster.

Tool of Invasion

At 7th level, you gain the ability to use the disguise self once a day. Also you gain proficiency in deception.

 

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Ending Act

At 15th level, you gain one of the following features of your choice.

Checkmate

When fighting a lone enemy and a group of five or larger is on your side you gain advantage on all attack rolls against the target.

Traveler of the Shadows

If in a shadow you can forsake you action to travel to the nearest shadow in 120 feet.

Mind Games

Many roles through the years have prepared you to destroy one's mind with no physical pain. As an action you can speak to your target and he/she must make an INT or WIS saving throw, whichever is higher. On successful save the target experiences no ill effects. On a failed throw however one of the following effects of your choice are activated. The target may re roll the saving throw each turn to get out of its stupor.

  • The target takes 3d6 psychic damage if not immune to it, and is prone due to a mental breakdown.
  • The target changes their actions to your bidding if it will stop the onslaught of words. Each turn it is under this effect must take a free action to ask you what you wish it to do.
  • The target breaks out into a rage fueled frenzy, attack on this creature have advantage and it takes double damage.

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