Base Class: Ranger
Parkour!!! Don't stop moving and channel that momentum into your combat.
Free Runner Magic
3rd level Free Runner class feature:
You learn an additional spell when you reach certain levels in this class, as shown in the Free Runner Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Free Runner Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Expeditious Retreat |
| 5th | Blur |
| 9th | Haste |
| 13th | Freedom of Movement |
| 17th | Mislead |
Free Running
3rd level Free Runner class feature:
You know how to move to maximize your efforts. Whenever you make an Acrobatics or Athletics skill check add your Wisdom modifier to the result. In addition, you can get up from Prone with 5 feet of movement rather than half of your movement.
Focused Momentum
3rd level Free Runner class feature:
Channel your momentum into a focused strike with your attacks.
After moving 10 feet in a strait line, the next target you hit with a melee attack will receive an additional 1d4 force damage.
This increases to 1d6 force damage at the 11th level of this class.
Light on your Feet
7th level Free Runner class feature:
Once you get moving you cannot be stopped. Your speed increases by 10 feet when you are not wearing heavy armor. After you have willingly moved 10 feet or more your movement is no longer hindered by difficult terrain and your AC increases by 1 until the start of your next turn.
Springboard
11th level Free Runner class feature:
Use your strikes to increase your momentum. When you successfully hit a target with a melee attack on your turn, increase your speed by 5 feet until the end of your turn. If you have hit at least two different creatures with your Attack action, you can make one additional attack as a part of that action.
Parkour
15th level Free Runner class feature:
You have mastered the art of parkour. You learn the Spider Climb and Jump spells; they don’t count against the number of ranger spells you know; and you can cast them without a material component. You are able to cast Spider Climb once without a spell slot, and you regain the ability to do so when you finish a short rest. Whenever you start casting the Spider Climb spell, you can modify it so that it grants the benefits of the Jump for as long as you maintain concentration.
Previous Versions
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10/3/2022 11:23:08 PM
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2
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0
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1
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3/28/2023 3:36:10 PM
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6
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6
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2.2
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5/1/2023 1:17:09 AM
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7
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0
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2.5
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Coming Soon
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