Ranger
Base Class: Ranger

Rangers are a diverse group of skilled warriors who focus their abilities on subterfuge, using the environment to their advantage, and navigating dangerous places. Often separated from the heavily armored knights and soldiers, rangers stick to the fringes of society and are often seen as lone travelers who spent time surviving the wilds, or living amongst a druidic circle for a time. Rangers might be guerilla operatives of military organizations, bringing inventive tactics and skills to the battle field, or protecting innocent people from the beasts and monsters occupying the untamed wilds of the continent. On the continent and beyond there are many skilled survivalists who travel to see the great sights, exploring the world to learn or adventure. These outlanders live a life on the road, venturing from location to location and aspiring to remain outside of society as nothing more than a wanderer. Some are simple survivors who lost their home to war or disaster, and are simply trying to reclaim what was lost to them. Many elven rangers hail from the Isles of Skye, protecting their sacred lands or traveling to see what the rest of the world has to offer. The Jungles of Terene have a great force of warriors who use the environments of the jungle, and commune with the animals who live there. Sometimes these jungle warriors ride fierce beasts into battle as mounts or fight alongside them. In Westemär, the Hooded Lanterns represent the remnants of the guards of Drakkenheim and the military sent to investigate the ruins. These rangers are more attuned to urban survival. They are military strategists, able to navigate ruins and rubble with ease, move swiftly through dangerous monster infested landscapes and get the drop on their enemies. Rangers are known to be resourceful and practical, mastering a wide range of martial and wilderness survival skills. Seeking every advantage they can, rangers often dabble in practical spellcasting. However, a ranger’s magic comes not from their own power, but through knowledge of how to use material components, herbs, tools, traps, and natural conditions to invoke a bit of spontaneous magic from the environment itself. Occasionally, a ranger might master a true low-level spell taught to them after helping a local druid or witch.

Level 3: Gutter Runner

You gain a climb speed equal to your walking speed, and proficiency in the Athletics and Acrobatic 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.

 

Level 3: Vantage Point

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

Your movement speed increases by 10 feet, and you can take the Dash action as a bonus action on your turn. 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.

 

Level 11: Perfect Position

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

 

Level 15: 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 becomes a critical hit.

 

 

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