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.
5th / find steed
9th / haste
13th / confusion
17th / mislead
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 / command5th / 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.

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