Ranger: Swiftblade

by blueisherp

Search GM Binder Visit User Profile

Ranger Conclave

Swiftblade

As graceful a floating feather and as fluid as raging rapids, athe swiftblade flies through the battlefield with ease. Nimble with hands and feet, a Swiftblade can switch between melee and ranged weaponry, striking their foes with deadly velocity.

Swiftblade Magic

You gain conclave spells at the ranger levels listed in the Swiftblade Spells table. These are always prepared and don't count against your list of prepared spells.

Swiftblade Spells
Ranger Level Spells
3rd zephyr strike
5th misty step
9th haste
13th freedom of movement
17th steel wind strike

Swiftblade Techniques

At 3rd level, you gain a second fighting style of your choice, either Archery or Two Weapon Fighting. Each time you attack, you can stow the weapons you are holding and draw up to two weapons you can hold as part of that attack.

Additionally, your walking speed increases by 10 feet, and you can use your Dexterity score as your jump distance instead of your Strength score, provided you aren't wearing heavy armor or a shield.

Swift Strike

At 3rd level, you catch your enemies off guard with the speed of your attacks. If you make a weapon attack immediately after you start your turn, it deals 1d6 additional damage.

Also, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Light-Footed

At 7th level, you can take a bonus action on your turn to Dash or Disengage. While you benefit from Dash action, your jump distance is doubled. Additionally, you can move along vertical surfaces and across liquids on your turn without falling during the move.

Accelerate

At 11th level, you can momentarily push beyond your physical limits. You can take an extra turn with an Initative of 0. After you do this, you can't do so again until you complete a short or long rest.

Additionally, you have advantage on Initative rolls if you aren't surprised.

The Slip

At 15th level, with your insane speed and reflexes, you remain one step ahead of your enemies. After you move more than 20 feet in a straight line on your turn, you gain the benefits of the Dodge action until the start of your next turn.

Homebrew by blueisherp

Art by St. Cygnus
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.