Amazonian Conclave

The Amazons are a collection of warrior cultures that emphasize the strength of the individual, in contrast to societies that defend themselves with large armies of hoplites and mounted cavalry. A typical Amazonian conclave will outline its territory, usually an island, and fight viciously to drive away trespassers. When the territory is threatened, they may band together into war parties, whose collective battlecries are said to strike fear into enemies up to a mile away.    Amazonian conclaves are ruled by women, and huntresses are almost exclusively female. Men are generally regarded as the weaker sex, but they may be trained in the arts on occasion. This most commonly happens when a woman who has left or been exiled from an Amazon conclave gives birth to a son, and chooses to train them in the ways of the conclave in spite of the traditional taboos of their former brethren.   Each huntress is formidable in close quarters with her deadly kopis blade, but she also trains with an exotic ranged weapon called the chakram. Some, however, still favor other thrown weapons.    Iroan Weapon: Chakram
Martial Weapon. Damage: 1d6 slashing. Properties: Thrown (range 60/120 ft.), light, finesse, special: The chakram returns to you when thrown, unless you fumble the attack by rolling a natural 1, and you would still miss on a 1 even if it wasn't an automatic miss. Weight: 2 lbs. Cost 10 gp.  

Ki

You gain Ki, much like a monk. You have a Ki pool equal to half your Ranger level rounded up, and you recover it after a short or long rest. You may spend exploit dice on a 1:1 basis in place of ki points. You start with the following abilities.   Continuing Assault: Immediately after you hit with a weapon attack, you may spend 1 ki to make another attack against a second target. With a melee weapon, this must be another target within your reach. With a slashing or bludgeoning ranged or thrown weapon such as a chakram, you ricochet the weapon off the first target and can choose another target within half the weapon's range from the first target. With a piercing ranged or thrown weapon such as a bow, your projectile pierces the target and keeps going, attacking one other target in a cone behind the target with range equal to half the weapon's range. In all cases, you must be able to see the new target.   Amazonian Leap: You may spend 1 ki as you jump to triple the height and distance of your leap. You can move up to twice as far as your normal movement in this way; if your leap would exceed that, you must either use the Dash action to keep moving, or you stay in midair and complete your leap on your next turn. If you fall as part of this leap, divide the distance you fall by 5 before determining what if any falling damage you are subject to.   Kip Up: You may spend 1 ki as a bonus action to stand from prone in your space or an adjacent free space without spending movement, or to try to break a grapple or escape restraint. If your escape check fails by 5 or less, you still escape, but then can only move or take an action, not both.  

Amazonian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the list below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.   3rd / command
5th / find steed
9th / haste
13th / confusion
17th / mislead  

Amazonian Battlecry

Also at 3rd level, you gain the ability to enter the legendary frenzy of the Amazons by shouting your signature battlecry. On your turn, you can use a bonus action to shout your battlecry and enter a frenzy. Your frenzy lasts for 1 minute and grants you the following benefits. It ends if you are knocked unconscious, or at the end of your turn after two consecutive rounds where you do not attack or otherwise take offensive action against an opponent.  
  • You have advantage on attacks against your favored foe and any designated Quarry.
  • You have your choice of resistance to one damage type or advantage on saving throws with one ability score, selected as you issue the battlecry.
  • You generate 1 ki at the beginning of your turn, which is lost if you do not use it before the beginning of your next turn.
  After you have used your battlecry, you must take a short or long rest or spend 2 ki to use it again.  

Bracer Deflection

Starting at 5th level, you've learned to deflect attacks with your bracers. Whenever you would be hit by an attack, you may use your reaction and spend 1 ki to shield yourself with your bracers. This functions in all ways as the spell shield 

Compelled Honesty

Also at 5th level, when you are adjacent to a creature you have grappled, restrained or paralyzed, you may spend 1 ki as a bonus action to compel them to speak only the truth for 10 minutes while grappled, restrained or paralyzed. This is as the spell zone of truth, and so allows a Charisma save and you know if they succeed or fail at the save.  

Ricochet Burst

Starting at 7th level, you’ve learned the famous Amazonian technique of ricocheting your chakram or other slashing or bludgeoning thrown weapon to hit multiple targets. You can also throw it at targets that are not in your line of sight, such as around corners, and are no longer subject to the restriction of needing to see your second target when using Continuing Assault.   Additionally, you can use your action to make a ranged attack with your chakram or other slashing or bludgeoning thrown weapon against one target. If your attack hits, you may spend 1 ki to use your Extra Attack class feature to immediately attack the same target again. After making however many attacks are allowed to you against the primary target, you may spend 1 ki to force additional creatures of your choice within 10 feet of that target to make a Dexterity saving throw using your spell save DC. Each creature that fails the save takes the same amount of damage as your first target took from those attacks, while those that succeed at the save take half damage. Your weapon then returns to you.  

Pressure Points

Starting at 11th level, you know how to attack pressure points in your opponent’s body that will cut off the blood supply to their brain. On your turn, you may use a bonus action and spend 2 ki to make a special melee attack against one creature with a bare hand or with the pommel or butt of a melee weapon. If the attack hits, the creature must make a Constitution saving throw versus your spell save DC. On a success, the creature is dazed until the end of its next turn. On a failure, the creature is paralyzed for 1 minute or until you use a bonus action to touch them and reverse the effect. At the end of each of the creature’s turns, it repeats the saving throw and the effect ends if it succeeds.  

Dancing Chakram

Starting at 15th level, you can loose your chakram or other slashing or bludgeoning thrown weapon to attack on its own while you keep fighting with a different weapon. After you have thrown the weapon and have used either Continuing Assault or Ricochet Burst, you can spend 1 ki to keep the weapon aloft to your next turn instead of returning to your hand. At the beginning of your next turn, it makes an attack against a target within its range. On any turn while the weapon is aloft, you can use your bonus action to have it make another attack against a target within its range. It returns to you at the end of your turn unless you spend another ki point to keep it aloft and repeat the process.

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