Ranger
Base Class: Ranger

Urban Rangers are less accustomed to nature and the wilds, but to the rooftops and guerrilla tactics of city warfare. Training for maneuverability and stealth amongst ruined buildings, and twisting streets, these rangers are at home amongst the ruins and rubble. They are agile runners, skilled snipers, and always able to know where the best vantage points against their enemies are.

Urban Ranger Magic

3rd-level Urban Ranger feature

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

Urban Ranger Spells

Ranger Level Spell
3rd feather fall
5th invisibility
9th haste
13th dimension door
17th animate objects

Gutter Runner

3rd-level Urban Ranger feature

You gain a climb Speed equal to your walking Speed, and proficiency in the Acrobatics and Athletics skills if you don’t already have it. Your Proficiency Bonus is doubled for any ability check you make that uses either of those proficiencies.

In addition, when you take the Dash action on your turn, you can move through other creature’s spaces without penalty (but not stop there). When you do, your movement doesn’t provoke opportunity attacks.

Vantage Point

3rd-level Urban Ranger feature

When you make a ranged weapon Attack against a creature, you gain Advantage on the attack roll if there are no other creatures within 5 feet of that target, or if you are 20 feet or more above the target and that creature doesn’t have cover.

Rooftop Mobility

7th-level Urban Ranger feature

Your movement Speed increases by 10 feet, and you can take the Dash action as a Bonus Action on each of your turns. In addition, you have mastered the means to propel yourself forwards and upwards when you move and climb. When you take the Dash action on your turn, your jumping distance increases to match your movement Speed.

Perfect Position

11th-level Urban Ranger feature

When you Attack a creature with the benefits of your Vantage Point feature, you deal an additional 2d6 damage to the target, and score Critical Hits on a d20 roll of 19–20.

Sitting Duck

15th level Urban Ranger feature

Once on your turn, when you hit a creature that did not move on its last turn with a ranged weapon Attack, that attack automatically become Critical Hits.

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