Ranger
Base Class: Ranger

Eyes in the Dark


Rangers remain a mystery to many cityfolk and tall-tales abound: wild men charged with destiny: a rogue force of moral law on the edge of civilization. Never do they wonder that these same agents might roam the concrete jungle to protect the flock from the hidden wolves within and without. Urban ranger are shadows in the dark, striking out against forces that plot the city's destruction or enslavement-- and almost never do they find recognition for these deeds. Rarer too is the ranger that wants it.
The dark truth is that the cityscape is no safer than the frontier. If not for the avarice of men, surely for the creatures that hide amongst them: fiends, fey, vampires, and the like. Would if the flock ever learned how many wolves truly lurk in the shadows of the colossus. Would if they ever learned how often disaster has been thwarted by a lone ranger.

Bounty Hunter


Your prey is most elusive: man. No matter where they tread, you follow. Whether it's for coin or to fulfill a vendetta, bounty hunters are the shadows lost in the darkness of these savage streets. There's an old adage: everybody's looking for someone. Bounty hunters can often find work among the cartels, the courts, or even as private investigators. Cheating spouses, run-away criminals, vagrant debtors, madmen and murderers--- Everybody is looking for someone.
Another adage: when your quarry goes to ground, leave no ground for it to go. Bounty hunting is more than delivering that crippling or fatal strike. It's more than going toe-to-toe with a foe. Bounty hunters unravel a mystery: who is their quarry? Where would it flee? What does it want and who does it fear? Thus, a bounty hunter's quest is to track, to prowl, to apprehend-- and the true mark of an expert is to capture one's prey without drawing a single blade.

 

 

Bounty Hunter Magic

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

3rd | Charm Person
5th | Hold Person
9th| Clairvoyance
13th| Greater Invisibility
17th| Scrying

Streetsmart

You can survive these savage streets like no other. When you choose this archetype at 3rd level, you gain blindsight out to a radius of 30 feet and cannot be surprised while you're conscious. Additionally, you add urban terrain to your Natural Explorer feature and learn Thieves' Cant.

The Shape of Things

Mysteries are yours to unravel. You gain a bonus to your passive Perception score equal to your Intelligence modifier. Additionally, you gain proficiency in the Investigation skill if you hadn't already. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.

Parkour

At 7th level, you're better able to navigate the urban labyrinth and chase down prey. You gain the following benefits:

  • Your movement speed is increased by 10 feet.
  • You gain a climbing speed equal to your walking speed.
  • Your jump distance is doubled, and you can use your Dexterity score in determining how far you jump instead of your strength.
  • When you take the Dash action, you can take a bonus action to grapple a creature or use the Use an Object action.

Come Quietly

Only amateurs need to draw blood in the hunt. At 11th level, you've mastered the art of beguiling and demoralizing your foes. On the first round of combat, attack rolls made against you by humanoids have disadvantage and you have advantage on ability checks with the Persuasion, Deception, or Intimidation Skills. Additionally, on that first round, until you make a weapon attack against a creature, you can cast charm person once without expending a ranger spell slot. Once you cast charm person in this manner, you cannot again until you finish a long rest.

Won't Back Down

Bounty hunting connects you with society's worst, but no threat or blade can force you to back down. At 15th level, you become immune to the frightened condition, even against magical means. Additionally, whenever you're knocked prone, you can use your reaction to stand up without expending your movement and can make a singe weapon attack against the creature that knocked you prone.

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