Base Class: Ranger
Urban rangers are less accustomed to nature and the wilds, but to the rooftops and guerilla 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.
Level 3: Urban Ranger Spells
When you reach a Ranger level specified in the Urban Ranger Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Feather Fall |
| 5 | Invisibility |
| 9 | Dimension Door |
| 13 | Haste |
| 17 | Animate Objects |
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.
Level 7: 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
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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