Base Class: Ranger
You are an Urban Hunter. Whether an extension of the law, a vigilante, or a bounty hunter you seek out the criminals and monsters that lurk in urban environments. While your prey can flee through the city streets, and hide in it’s dark alleys, they cannot escape from you or the vengeance you bring.
Urban hunter
At 3rd level, you benefit from your favored terrain ability when in an urban environment such as a town or city.
In addition you gain the benefit of your favored enemy feature against all humanoids. If you selected humanoids as your favored enemy during character creation you may change it to any other type of enemy.
Grapple shot
At 3rd level you devise a technique to prevent targets from fleeing. For instance a rope tied to the end of your arrow, a sticky substance like spider silk that temporarily binds to your target, or a magical mark that lets you hone in on your enemies.
Once per turn as a bonus action, or or when you hit with a ranged attack, you can attach a Grapple Spike to a creature or surface you can see within 30 feet. The range of this feature increases to 45 feet at level 11. You can do so a number of times equal to your WIS modifier per short rest.
As part of the same bonus action and as a bonus action on subsequent turns, you can force a creature with a Grapple Spike to make a STR saving throw or be pulled 30 feet towards you. If the target is a size or more larger than you, it has advantage on the save.
If the target is your size or larger you can choose to forego having them make the save and instead pull yourself 30 feet toward them, landing in an unoccupied space.
Once per turn, if you hit a creature with a Grapple Spike attached to them with an attack, you can deal an extra 1d6 damage of the same type as the attack. This damage increases by 1d6 at level 7 for a total of 2d6, and again at level 15 for a total of 3d6.
Wall crawler
At 7th level You have a climbing speed equal to your walking speed. In addition you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
while using this feature to cling to a wall or ceiling you have advantage on dexterity (stealth) checks.
Hunters binding
Your reflexes have become exceptionally quick and you’re keen on tracking multiple targets at once.
at 11th level When a creature with a Grapple Spike attempts to move past 30 feet from you, you can use your reaction to force a STR save. On a failed save, the target’s movement is reduced to 0 until the start of your next turn and is knocked prone.
Explosive escape
As an reaction when you are hit by a melee attack you cause a magical flash, whether this is through an explosive, or your own magical ingenuity. Creatures within 5 feet of you must succeed on a constitution saving throw, taking 4d8 radiant damage and becoming blinded and deafened until the end of their next turn on a failed save. On a successful save a creature takes half damage and is not blinded or deafened.
you then teleport up to 30 feet to an unoccupied space.
this ability can be once and recharges on a short rest.
Previous Versions
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12/9/2021 6:45:57 PM
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