Base Class: Ranger
As cities began to grow in an exponential rate and become more common with the evolution of technology, it was a matter of time until urban areas became like their own type of "concrete jungle" - chaotic, wild, and sometimes unknown even to the city's own inhabitants. Since they were now a complex environment by themselves, among the cities started to rise a new type of Ranger, one that specialized in tracking and exploring inside urban areas, that navigated the dangers of the shadows between buildings and inside sewers, that learned illusions to infiltrate secretive fortified places, crawled though roofs, scavenged abandoned buildings, and honed their skills as hunters on the dirty areas of society.
This is the Alleyway Ambusher Ranger Conclave, a ranger subclass that shines in any urban-like environment while still being capable in any other environment, and that has plenty of combat versatility. Rangers of this tradition can be found in protective city forces (such as the police, wall protectors or specialized squadrons), as bounty hunters, as mercenaries, as bodyguards, as lone-wolf vigilantes, or even as part of criminal organizations, henchmen, and spy networks akin to thieves' guilds.
Alleyway Ambusher Magic
Starting when you select this Conclave at the 3rd level, you gain additional spells at certain class levels that are considered ranger spells for you, and that do not count against the maximum number of spells you can know. The spells are:
- 1st Level: Disguise Self, Shield
- 2nd Level: Mirror Image, Misty Step
- 3rd Level: Haste, Nondetection
- 4th Level: Death Ward, Greater Invisibility
- 5th Level: Bigby's Hand, Seeming
City Warrior
Similarly, starting at 3rd level when you choose this Conclave, you are practiced in a variety of new weapons and in new techniques, both native from your life as a city warrior. You gain the following benefits:
- You gain proficiency in Firearms. All your Ranger spells that would affect arrows and similar ammunition (such as Lightning Arrow, Conjure Barrage and Swift Quiver, for example) can also apply to your firearms and their ammunition with no penalty.
- You gain proficiency in Land Vehicles. Any common form of locomotion from the cities where you learned your skills poses no problem to you.
- You can treat city areas, railways, roadways and similar humanoid-built areas (both inhabited and used currently or abandoned and destroyed) as a Favored Terrain. While in such areas, all your benefits from Natural Explorer would also apply normally, even if you don't have the feature.
- You can treat all Humanoids and Constructs as a Favored Enemy, even if you don't have the feature. As such, you also immediately learn Thieves' Cant and also 1 additional language of your choice.
Additional Language
Learn 1 additional language of your choice.
Rooftop Wanderer
Also at 3rd level, you gain more practice with all the urban environment, covering big distances without needing to step in the streets and securing advantage points atop the buildings. You gain a Climbing Speed of 45ft and resistance to fall damage, your total jump distance is doubled, and you have advantage on stealth checks while in urban environments (whatever their current state of preservation or living).
Ambusher Resilience
When you reach the 7th level, you have reached a new level of resilience in your Ambusher role, strengthening yourself against the perils of your functions, ready to take on any target. You can gain proficiency in one Saving Throw of your choice.
Vigilance Drone
In your job of seeking targets in the most remote and dangerous parts of the city, you learned to use gadgets and tricks to locate what you were looking for. Starting at 11th level, you can spend a spell slot of 3rd level or higher to summon a Vigilance Drone. The Drone is considered a Tiny Construct, has 20 HP, AC equal to 10 + your Proficiency Bonus + your Wisdom Modifier, immunity to Poison and Psychic damages, and a Flight Speed of 60ft. It can't have any appendages to interact with objects, but is able to magically see through surfaces of 1ft or less of width up until 45ft beyond them (any surfaces beyond the first one block further vision). In case the Drone must roll a Saving Throw or an Ability Check, you use your own values for it.
While the drone is active, you always know its location if not blocked by an effect such as an Antimagic Field, and can concentrate (as if you were concentrating on a spell) to move it to your will and receive constantly in your mind all the information of video and audio that the Drone can capture in any given moment. In case you stop concentrating, you may later on resume your concentration as long as the Drone is still functioning. While you don't concentrate, the Drone is not able to take any actions, but will still record whatever it can in the meantime; such information can only be recovered if you retrieve it physically and watch its archive or manually transfer it to another device.
The drone can be active for as long as 1 hour, until it is destroyed, sent to a plane different than the plane you are in, or you choose to dissipate it. It cannot be dispelled by any other means other than entering an Antimagic Field.
Extra Attack
Starting at 11th Level, whenever you take the attack action on your turn, you may make three attacks as part of the same action, instead of only two.
Guerrilla Spellcaster
When you reach your 15th level, you became an expert in surprising targets from advantageous positions, providing magical support to your group as you swiftly take advantage of your surroundings and of the unawareness of your enemies. Once per turn, if you hit a creature from which you were hidden, or from a point outside their full movement's reach (such as atop a building they can't climb, or beyond their dash action distance), you may spend a spell slot of 1st level or higher to deal additional Force Damage equal to (Spell Slot's Level) d10s + half your Ranger Level and impose one of the following magical effects of your choice to it:
- You make the target roll a Strength Saving Throw against your Ranger Spell DC. On a failure, one object of your choice that is not currently bound to their body is launched 30ft on a direction of your choice, repelled by magic you imbued on your strike.
- You make the target roll a Constitution Saving Throw against your Ranger Spell DC. On a failure, they are stunned until the start of your next turn, as your magic permeates their body and renders them weakened.
- You make the target roll a Wisdom Saving Throw against your Ranger Spell DC. On a failure, they have disadvantage on all attack rolls they execute until the start of your next turn, as their senses are interfered by your power.







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