Ranger
Base Class: Ranger

Freerunners dedicate their lives to movement, seeing every obstacle in front of them as an opportunity for play. While most at home climbing and sprinting through sprawling metropolises, a Freerunner can jump and flip through any locale. Though many see these rangers as foolhardy show-offs, Freerunners understand that the art of parkour isn’t about proving one’s prowess, but about exulting in the joy of movement. Running upon the line between life and death makes them feel the most alive, and for them is the truest expression of freedom.

Freerunner Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rocborne Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Rocborne Spells

Ranger Level Spells
3rd Feather Fall
5th Spider Climb
9th Haste
13th Freedom of Movement
17th Far Step

Hardcore Parkour

At 3rd level, your base walking speed increases by 10 feet.

Additionally, the world becomes your playground, allowing you to run and climb on every element of your surroundings. During your turn, you have the ability to move up, down, and across vertical surfaces while leaving your hands free. This benefit works only in short bursts; you fall if you end your turn without being on the ground or attached to a stable object and nothing else is holding you aloft. If you have a free hand and there is an available handhold in your space when you would begin falling at the end of your turn, you can use the free hand to catch yourself.

Momentum Strike

At 3rd level, you learn to use the kinetic energy of your movement to empower your attacks. If you move at least 20 feet immediately before making a weapon attack, the attack deals an additional 1d6 damage on a hit.

When you reach 11th level in this class, your base walking speed increases by a further 10 feet and the additional damage increases to 1d10.

Safety Roll

At 7th level, you learn to perform a roll that reduces impact. When you take damage of any type other than psychic, you can use your reaction to reduce the damage by an amount equal to half your ranger level + your Dexterity modifier.

Kinetic Precision

At 11th level, you develop an uncanny precision to complement your breakneck speed. If you move at least 40 feet immediately before making a weapon attack, you make the attack roll with advantage.

Fluid Movement

Starting at 15th level, you move with incredible grace and agility. You gain the following benefits:

  • You can move through the space of any creature without restriction.
  • Your movement doesn’t provoke opportunity attacks.
  • Moving through difficult terrain costs you no extra movement.
  • It costs you only 5 feet of movement to stand up from being prone.
  • You can use Dexterity, instead of Strength, when determining the maximum distance of your long jump and height of your high jump

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