Ranger
Base Class: Ranger

Many Rangers walk the various paths of nature- becoming expert on the scarcely known reaches of the uncivilised world. You, on the other hand, have seen that the urban landscape of towns and cities can be just as wild. Whether through bounty hunting, excessive carousing, or attending social events with nobles, you have gained an unparalleled understanding of the various aspects of civilisation, and how its inhabitants behave therein.

Urban Specialist Magic

3rd-level Urban Specialist feature

You learn one cantrip of your choice from the following list: mage hand, mending, minor illusion, message, which counts as a Ranger cantrip for you. Additionally, when you gain a level in this class, you can choose one of the ranger cantrips you know and replace it with another spell from this list.

You learn an additional spell when you reach certain levels in this class, as shown in the Urban Specialist Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Urban Specialist Spells
Ranger Level Spells
3rd charm person
5th detect thoughts
9th tongues
13th arcane eye
17th seeming

 

Urban Explorer

Urban Explorer

1st-level ranger feature (Replaces Natural Explorer)

You are a master of navigating the winding streets and alleyways of cities and towns, and you react with swift and decisive action when attacked. This grants you the following benefits when inside a town or city:

  • You can attempt to hide amongst a crowd of people using a bonus action. When you do so, you can choose to make the Stealth check using your Charisma modifier.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
  • You have advantage on Charisma (Persuasion) checks when bartering for goods and services, or asking for information.

In addition, you are skilled in urban navigation. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • You know how to find most establishments of a poor, modest, or wealthy nature.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Hide in Plain Sight (Urban Variant)

Replaces Hide in Plain Sight class feature.

Starting at 10th level, you can seamlessly blend in to almost any crowded setting. You can spend 1 minute interacting with patrons, or otherwise creating a fitting guise to explain your presence there, such as clearing drinks from tables, or selecting a book. If the crowd or chosen guise typically found in this location has a distinctly different appearance or dress code to your character, you must have access to a disguise kit, and you gain proficiency with it for this purpose if you don't already have it.

Once you are camouflaged in this way, you can try to hide by acting the part of your chosen guise, whether as a waiter in a manor, or an unremarkable patron in a tavern. You gain a +10 bonus to Charisma (Stealth) checks as long as you remain unidentified by your target(s). Once identified, you must camouflage yourself again to gain this benefit against the identifying creature(s).

Additionally, in large crowds of people, you are able to slip away from pursuers more easily. As a bonus action, you can attempt to make a Charisma (Stealth) check to Hide. Doing so requires you to reduce your speed by half to blend in. Moving significantly faster than others in the crowd will cause you to break from stealth.

Street Savoir Faire

3rd-level Urban Specialist feature

At 3rd level, you gain one of the following features of your choice.

Codes and Whispers

  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips.
  • You learn Thieves Cant, if you don't know it already. If you do, you can instead choose another language spoken primarily by humanoids.

Multi-Talented

  • You gain proficiency in one skill or tool of your choice.
  • Choose one skill or tool in which you have proficiency. You gain expertise with that skill or tool, which means your proficiency bonus is doubled for any ability check you make with it. The proficiency you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Tavern Enthusiast

  • You are proficient with all improvised weapons.
  • When you make a ranged attack with an improvised weapon against a creature and it hits, the target cannot take opportunity attacks against you for the rest of your turn.

Urban Inquisition

3rd-level Urban Specialist feature

Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, while in your favoured terrain, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Crowd Easer

7th-level Urban Specialist feature

Your eyes are trained in picking people out of crowds, and spotting clues in busy environments. When making a Wisdom (Perception) or Intelligence (Investigation) check to discover clues or pick out individuals in an urban environment or humanoid settlement, you ignore any disadvantage imposed by environmental factors, such as an overcrowded tavern, or being engaged in combat.

Additionally, if you spend at least 10 minutes without moving, or casually carousing at a walking pace, you treat any roll of 9 or lower as a 10 on your Wisdom (Perception) or Intelligence (Investigation) checks made in an urban environment or humanoid settlement.

Deft Learner

11th-level Urban Specialist feature

From your time in civillisation, you have picked up a number of useful skills from those you've met along the way. At 11th level, you gain one tool proficiency, one gaming set proficiency, and one additional language of your choice.

Additionally, choose one of the following two features:

Group Studies

Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Ranger table, or a cantrip.
The chosen spells count as ranger spells for you and are included in the number in the Spells Known column of the Ranger table.

Sparring Partners

You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Close Quarters Fighting

15th-level Urban Specialist feature

You have developed an uncanny ability to fight in enclosed spaces and busy environments. Your attacks now ignore half and three-quarters cover from enemies, and your ranged attacks are no longer made at disadvantage as a result of the target being prone or within 5 feet of you.

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