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Ranger Conclave
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Ronin
Ronin are warriors without a home, lone wanderers, nomads looking to restore the honor they have lost or simply misplaced. Focusing on enemies with supernatural precision, Ronin excel at one-on-one combat and the survival techniques needed for travelling without a master. Through sheer will, a Ronin perseveres even in the most dire of circumstances. #####
Ronin Features
| Ranger Level |Feature| |:--:|:-----| | 3rd | Ronin Magic, Standoff | | 7th | Lone Warrior | | 11th | Crippling Strike | | 15th | Frightful Stance | ###
Ronin Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ronin Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Ronin Spells | Ranger Level |Spell| |:--:|:-----| | 3rd | *heroism* | | 5th | *find steed* | | 9th | *haste* | | 13th | *staggering smite* | | 17th | *steel wind strike* | ###
Standoff
Also at 3rd level, you may spend a bonus action to concentrate on an individual enemy you can see within 30 feet of you as if concentrating on a spell. While you maintain concentration, you get advantage on attack rolls made against that target. Additionally, while concentrating on this effect, the target has disadvantage on attack rolls made against a target other than you. However, you have disadvantage on attack rolls on a target other than the one you are focusing on. This effect lasts until the end of your next turn. ###
Lone Warrior
Fighting one-on-one with enemies, you have an uncanny ability to escape harm. At 7th level, while you concentrate on an individual enemy with your Standoff feature, you have a +2 to your AC, increasing to +3 at 15th level.
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Crippling Strike
At 11th level, you have learned to hone in on your mark, attacking with precise strikes. Once per turn, when you make an attack with advantage, you may forgo that advantage to deal extra damage equal to your proficiency bonus + your Wisdom modifier. In addition, when you use this feature, you target a limb, either an arm or a leg, which is affected for 1 minute on a failed save. The effect ends early if the target receives magical healing or regeneration. *Leg* - The target must succeed on a Dexterity saving throw against your spell save DC or its movement speed is halved. *Arm* - The target must succeed on a Strength saving throw against your spell save DC or the arm is rendered useless. The target drops anything it is carrying with that arm and cannot use the arm to carry or use any item. You can use this feature a number of times equal to your profiency bonus and regain expended uses on a short or long rest.
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Frightful Stance
At 15th level, your very presence instills fear in those that witness your talents. When you kill an enemy, you can use a reaction to take Frightful Stance, forcing allies of the killed enemy within line of sight to make a Wisdom saving throw against your spell save DC, becoming frightened of you on a failed save. Creatures may repeat this saving throw if they end a turn more than 60 feet from you or behind full cover from you. If you are incapacitated, this effect ends.