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Whirling SlayerEdit

What fool would stand before a hurricane of steel? Many are the rangers who wander the wild places of Nestoria, protecting the land and finding power in forgotten places. Some learn patience. Some learn humility, or calm. But for some, gazing upon the savage face of nature kindles a spark of terrifying rage. Carrying their techniques back to civilized lands, these fearsome warriors have more than earned their titles - as the rare, hapless student can readily attest.

Whirling FrenzyEdit

The power of nature awakens in you the spirit of a terrible beast. Beginning at 8th level, you can use your bonus action and expend 2 MP in order to enter a Whirling Frenzy until the start of your next turn. Whenever the frenzy would expire, you can expend 2 MP to sustain it for one additional round. While in a whirlding frenzy, you gain the following benefits.

  • Whenever it is your turn and you hit with a melee weapon attack with a one-handed weapon or a thrown weapon attack, you can make an additional melee weapon attack against a creature within your reach other than the original attack's target. If you hit with multiple attacks on your turn, you can execute this extra attack for each of them.
  • Your walking speed increases by 10'.
  • Opportunity attacks against you suffer disadvantage.

Blade CascadeEdit

Your weapons sing with the havoc they wreak upon your foes. Beginning at 13th level, whenever you hit with a weapon attack while in a whirling frenzy, you can choose to gain a stack of Momentum. Each stack of momentum increases your walking speed by 5', causes your weapon attacks to deal an additional 1d4 damage, decreases the cost of ranger spells which target an enemy creature by 1 MP, and increases the per-turn upkeep of Whirling Frenzy by 1 MP. You can have a number of stacks of Momentum up to half your level. Momentum lasts until your whirling frenzy ends.

Crimson PathEdit

You are as a raging river. A tempest of blades and blood. Those who stand in your way will know the kiss of your steel. Beginning at 18th level, you gain advantage on initiative checks. Additionally, the first time each encounter you move adjacent to a given enemy, you can make an attack against it as a free action. You can only use this ability if you are in a whirling frenzy.

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