Ranger
Base Class: Ranger

As an urban hunter, you have mastered navigating and hunting in the industrial sprawl of cities.  Tracking folk through crowds, slipping into alleyways undetected, and traveling across a city from its rooftops are all skills in the urban hunter’s inventory.

Urban Explorer

You are familiar with the life of the city and how to effectively keep on your target even amidst a din of noise and smoke.  While travelling through a city, you may engage in another activity while remaining alert to danger.  You can move stealthily through a city at a normal pace. When tracking creatures through a city, you also learn their exact number, sizes, and how long ago they passed through the area.

Instruments of Death and Coin

You gain proficiency with tinkerer’s tools, if you don’t have it already.  Using tinkerer’s tools, time, and materials, you can craft modifications for your weapons as well as special ammunition.  These modifications are experimental and may require repair or recrafting over time.

Street Brawler

Starting at 3rd level, you gain one of the following features of your choice:

Brutal Grapple

You may use Dexterity (Acrobatics) when attempting to grapple an enemy and, when you grapple an enemy, you deal 1d6 + your Strength or Dexterity modifier damage.

Dusk Scrapper

In low light or darkness, you may deal an additional 1d6 damage of your weapon’s damage type on one of your attacks that turn.

Split the Mob

Once per turn, you gain advantage on one of your attacks when the target creature has another creature friendly to it within 5 ft of it.

Urban Adaptation

At 7th level, you may choose one of the following features:

Alley Bred

You take no penalties for squeezing into a space one size too small for you, you do not have disadvantage on Perception or Investigation checks due to low light, and, when occupying a space no more than 5 ft. in width, you have advantage on attack rolls.

One With the Crowd

You may freely move through enemy spaces, though may not end your turn in them. You have advantage on Stealth checks when at least 3 creatures are within 5 ft. of you.

Rooftop Strider

You gain a climbing speed equal to your walking speed.  You have advantage on Acrobatics checks to keep balance, and you deal an additional 1d6 damage on one of your attacks per round when you are at least 5 ft. above the target creature.

Crowdbreaker

At 11th level, you become adept at fighting in large mobs.  Once per round on your turn, when you miss a creature with an attack, you can choose to redirect the attack to hit another creature within 5 ft. of the first.

Guerilla Warfare

At 15th level, you may choose one of the following features:

Ambush

You may add your proficiency bonus to initiative checks.  When you attack a creature surprised by you, the first attack that hits is as a critical hit.

Dirty Fighting

When you make a weapon attack against a creature while it is prone, grappled, blinded, incapacitated, frightened, charmed, poisoned, or bleeding, you deal an additional 1d10 damage.

Mob Mentality

If more than one creature hostile to you is within your melee weapon attack range, your weapon attacks deal an additional 1d4 damage for each additional hostile creature beyond the first to a maximum of 3d4.

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