Ranger
Ranger Archetype: Skyblade Sentinel
Where the wind howls and the leyline sings, there rides the Skyblade. But heed the current, for the sky can claim even the swiftest, and the bond broken leaves a scar.
Skyblade Sentinels are elite Chiryu-trained rangers, serving as the swift arm and far-seeing eyes of the Cho'den—the Chiryu organization tasked with gathering and analyzing information for their empire. These rangers ride into battle astride Horusas, mythical creatures born of elemental wind and radiant spirit, infused with Novendragos's unique elemental essence. Skyblade Sentinels are masters of dual-wielding precision, aerial maneuvering, and bonded combat, forming a psychic link with their mount that transcends language. They are often deployed as strike lancers, leyline couriers, or dragon emissaries, capable of traversing impossible terrain and striking with surgical fury on behalf of the Cho'den. However, the deep bond with a Horusa and the mastery of aerial combat in a world of volatile elemental currents carry inherent risks, for the sky can be as unforgiving as the deepest mine.
Core Ranger Traits
Trait | Description |
---|---|
Primary Abilities | Dexterity, Wisdom |
Hit Point Die | 1d10 per Ranger level |
Saving Throw Proficiencies | Strength, Dexterity |
Skill Proficiencies | Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival |
Weapon Proficiencies | Simple Weapons, Martial Weapons |
Armor Training | Light Armor, Medium Armor, Shields |
Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
Skyblade Sentinel Features
Ranger Level | Feature |
---|---|
3rd | Horusa Bond, Twinblade Style |
7th | Aerial Maneuvers |
11th | Windstep Assault |
15th | Skybound Apex |
Horusa Bond (3rd Level)
You form a sacred bond with a Horusa, a celestial beast with subtle draconic features and shimmering, wind-borne scales. It is a Large celestial, with the following traits, which improve as you gain Ranger levels:
- AC: 13 + your proficiency bonus
- HP: 5 × your ranger level (The Horusa has a number of Hit Dice d10s equal to your ranger level. For each ranger level after 3rd, your Horusa gains an additional d10, and its hit point maximum increases by 1d10 or 6 + its Constitution modifier.)
- Speed: 50 ft.
- Saving Throw Proficiencies: Dexterity, Wisdom.
- Condition Immunities: Charmed, Frightened, Prone.
- Senses: Darkvision 60 ft., passive Perception 12.
- Languages: Understands Celestial and Common but can't speak, telepathy 1 mile.
- Hooves. Melee Weapon Attack: +your proficiency bonus + 2 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. (The Horusa’s attack bonus and damage increase as your proficiency bonus and Wisdom modifier increase.)
- Breath Strike (Recharge 5–6). The Horusa exhales elemental energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 4d6 radiant or lightning damage (your choice) on a failed save, or half as much damage on a successful one.
Your Horusa acts on your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use your bonus action to command it to take the Dash, Disengage, Help, or Search action. If you are incapacitated, the Horusa can take any action of its choice, not just Dodge.
If your Horusa is reduced to 0 HP, it vanishes in a burst of radiant mist. You suffer 1 level of exhaustion, reflecting the psychic strain of its demise. This exhaustion can only be removed by a long rest. You can resummon your Horusa with a 1-hour ritual, which requires you to expend a spell slot of 3rd level or higher.
You can communicate telepathically with your Horusa within 1 mile. While mounted, you gain advantage on saving throws against being frightened or knocked prone. As your bond deepens, you might occasionally perceive a subtle wind-song around your Horusa, or see a faint leyline pattern shimmer on its hide in moments of concentration.
Twinblade Style (3rd Level)
You gain the Two-Weapon Fighting Style if you don’t already have it. Additionally:
- When you engage in two-weapon fighting, you can add your Wisdom modifier (minimum 1) to the damage of one of your off-hand weapon attacks on each of your turns. This additional damage is radiant or lightning (your choice).
- While mounted on your Horusa, you can draw or stow two weapons as part of the same object interaction.
Aerial Maneuvers (7th Level)
Your bond with your Horusa deepens, allowing it to defy gravity and perform complex aerial maneuvers. While mounted on your Horusa:
- Your Horusa gains a flying speed equal to its walking speed. If your Horusa ends its turn in the air and nothing else is holding it aloft, it gently descends 60 feet per round until it lands.
- You can command your Horusa to take the Dash or Disengage action as part of your movement (no bonus action required).
- When you hit a creature with both of your weapons on the same turn, your Horusa can use its reaction to make a Hooves attack against that creature.
Windstep Assault (11th Level)
You and your mount move as one, blurring across the battlefield with impossible speed, but pushing your bond to its limits. When you take the Attack action while mounted on your Horusa:
- You can teleport up to 30 feet to an unoccupied space you can see before or after the attack (you and your mount vanish in a swirl of wind and light, possibly leaving faint glowing hoofprints). You can use this teleportation a number of times equal to your Wisdom modifier (minimum 1) per long rest.
- If you hit a creature with both weapons during this turn, that creature must succeed on a Constitution saving throw against your spell save DC or be disoriented until the start of its next turn. While disoriented, it has disadvantage on attack rolls and cannot take reactions. You can use this disoriented effect once per turn.
- After you use this Windstep Assault feature, you must succeed on a DC 15 Wisdom saving throw or gain 1 level of exhaustion, as the strain of rapid planar shifting briefly overwhelms your senses. This exhaustion can only be removed by a long rest.
Skybound Apex (15th Level)
You and your Horusa become a seamless force of precision and aerial might, reaching the pinnacle of your shared power.
- Your Horusa’s flying speed increases to 90 feet.
- While mounted, you are immune to being charmed or frightened.
- When you use your Windstep Assault, you can make one additional weapon attack as part of the teleportation.
- Your Horusa’s Breath Strike recharges on a roll of 6 at the start of each of its turns.
Once per long rest, as a bonus action, you can command your Horusa to unleash its Breath Strike, even if it has already used its reaction or bonus action this turn. This use does not count against its normal recharge.
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