Base Class: Ranger
Rather than cutting a path through dense forests, frozen tundras, or craggy mountains, you have earned your keep by running through dense streets, tight alleyways, and atop high rooftops. You treasure the dirt and the grime, the hustle and roar of the city, not the solitude of nature's embrace.
As such, you have become an expert at navigating communities. You are comfortable in sneaking from shadow to shadow and staying out of the streetlights as you are with conversing with riff raff, city guards, and shopkeeps.
Lamplighter Magic
At 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Lamplighter Spells table. Each spell counts as a Ranger spell for you, but does not count against the number of Ranger spells you know.
Lamplighter Spells
| Ranger Level | Spells |
| 3rd | Feather Fall |
| 5th | Suggestion |
| 9th | Major Image |
| 13th | Greater Invisibility |
| 17th | Passwall |
Silent Speech
Also at 3rd level, you know how to be discreet with who you talk to.
As a bonus action, you can cast the Message Cantrip, which counts as a Ranger spell for you. The spell's range is doubled for you, and barriers that would normally block the spell now do not, save for magical silence. When you cast this spell, you can choose to target a number of creatures equal to your Wisdom modifier.
You can cast this spell in this way once before you must finish a short or long rest.
Crowd Weaver
Finally at 3rd level, you are a master of precise movement in the midst of innocent bystanders. You gain the following benefits:
- On your first turn after rolling initiative, your speed is doubled, and your movement does not trigger opportunity attacks.
- Moving through a non-hostile creature's space does not count as Difficult Terrain, and you can move through a hostile creature's space as if it was Difficult Terrain, regardless of the creature's size.
- If you take the Attack action on your turn, and have moved at least 20 ft. during your turn, you can make one additional weapon attack as part of that action, as long as that attack is made against a second creature. On a hit, the target takes an extra 1d4 damage of the weapon's type.
Silver Tongue
By 7th level, your time spent navigating the streets have given you a unique insight into the residents of the cities.
When you make a Charisma check or saving throw against a resident of an Urban environment, you gain a bonus to the check equal to your Wisdom modifier (minimum +1).
Precision Artist
At 11th level, your ability to make precise attacks has been honed to perfection.
The extra damage from your Crowd Weaver feature increases to 1d8.
As well, you learn how to focus your senses, and remove all distraction from your mind. As a bonus action, you can choose to focus your mind - for the next minute, you gain the following benefits:
- You have advantage on Wisdom (Perception) checks.
- You ignore half- and three-quarters cover when you make an attack roll.
- If you would have disadvantage on an attack roll for any reason other than magical means, you can choose to negate the disadvantage.
You can focus in this way a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
Tenacious Defense
At 15th level, you gain the ability to enhance your attacks with your sheer tenacity.
When you take damage, you can choose to use your reaction and give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
When you use your reaction in this way, you can choose to absorb the damage you resist into yourself, which stays with you for the next minute - if you hit a creature with an attack before this duration ends, you can add the amount of damage you resist to your attack's damage roll. Only one instance of damage can be absorbed at a time. If the damage is not released by the end of its duration, then it harmlessly dissipates. You can use this feature once, and regain the ability to do so when you finish a long rest.
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