Ranger
Base Class: Ranger

Your experiance dealing with all sorts of folk is what sets you apart from most mercenarys. You have seen and learned a lot, for that matter, you typically rely a lot more on your wits and observation tha on your physical traits; the less energy you spend fighting, the easier the path back to your contractor with the unfortunate soul that happened to be your target.

You learned that  on your line of work, standing out on the croud isn't the most fruitful tactic, so you are not really one to socialize, but you know your way thru negociation as well as look menacing if the situation calls for.

Keen Fencing

At 3rd level, you can ad your WIS modfier to your iniciative when you are wielding a shortsword, longsword, rapier or scimitar.

Also, once per turn, if you take the attack action, as a bonus action, you can force a WIS saving throw on an enemy that you can see within the range of 5ft. On a failed save, the enemy has disadvantage when hitting you with melee weapons and you have advanage hitting him until the end of your next turn.

Advantageous Disadvantage

At 3rd level, when within 5ft or less from two or more enemies that you can see, if one rolls an melee weapon attack on you, you can use your reaction and try to redirect the attack to any enemy within 5ft or less. You and the enemy take half the damage rounded down.

For this feature to work you shall not be within 5ft or less from any non-hostile creature.

You learned how to make the best out of a tight situation. Intead of a parry, you can redirect the attack. On a failed save, takes full damage.

Advanced Fencing

At 7th level, you gain following actions.

Debilitating Stab

When you succeed with the attack action with a melee weapon that has the piercing damage type, you can use your bonus action to "twist" the blade in the wound of your foe. The enemy, then, has disadvantage on any CON, STR or DEX saving throw.

 

Rightly Ended

At 7th level, if you make a melee weapon attack, as a bonus action you can make another attack an  with the but end of your weapon for 1d4 of bludgening damage for one handed and versatile weapons and 1d6 for two handed weapons.

The bonus action attack will nok compute your modifier, nor your proficiency bonus

Sword Bind

At 7th level, if you take the attack action, as a bonus action, you can make a sword bind with any enemy within 5ft of you that is wielding a melee weapon. On a success, during the bind, if the foe takes the attack action with a melee or ranged weapon or casts a spell with the somatic component, it provokes an oportunity attack from you.

The binding is undone if you take the attack action with a melee or ranged weapon or cast any spell that has the somatic component. The binding is also undone if the enemy let go o his weapon.

During the bind, your AC doesn't benefit from your DEX and you have disadvantage on any DEX checks or saving throws.

Better Striking

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

Feroucious Stab

At 11th Level, once per turn, you can perform a devastating strike with a melee weapon that deals an extra 1d4 damage.

In order to use this feature you must be using a weapon with the piercig damage type.

You can use this feature a number of times equals to your DEX modifier per short or long rest.

Whirlwind Attack

When you hit an attack with a melee weapon that has the slashing damage type, as a bonus action, you can continue the tragectory of the attack on a sweeping motion with your blade. This forces a DEX save on another enemy within 5ft of you that you can see.

The save equals 8 + DEX modifier + proficiency bonus. On a failed save, it takes half the damage of the original target rounded up.

Expert Duelist

Beginning at 15th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest

Previous Versions

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