Base Class: Ranger
While most rangers are accustomed to the forests or rolling plains of the wilds, few ever dare to step foot in civilized places. Those that do have learned to adapt the teachings and techniques of the hunter to better suit their needs amongst city structures or dungeon corridors. These urban archers are uncommon amongst rangers. True rangers might even look down upon such warriors who dare to take the name Ranger. But those few who learn these skills have knacks and talents that make them a boon to adventurers and dungeon delvers alike, and a menace to would-be thieves in sprawling cities.
Urban Archer Archetype Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Urban Archer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
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Urban Archer Spells |
|
|
Ranger Level |
Spells |
|
3rd |
Expeditious Retreat |
|
5th |
Spider Climb |
|
9th |
Haste |
|
13th |
Hallucinatory Terrain |
|
17th |
Mislead |
Close Quarters
Starting at 3rd level, you have grown accustomed to fighting within close quarters like buildings, alleyways, and dungeons.
You gain the following benefits:
- You ignore disadvantage when making ranged weapon attacks on a creature that is within 5ft of you or prone.
- You gain a climbing speed equal to half your movement speed and you have advantage on Strength (Athletics) checks to maintain your grip while climbing.
Combat Reflexes
Starting at 7th level, The time you have spent in enclosed areas, deep stone dungeons or within the ruins of ancient civilizations, have enhanced your reflexes allowing you to react quickly to any circumstance. You gain the following benefits:
- While you are wielding a Longbow, Shortbow, Light crossbow, Heavy crossbow or Hand crossbow, other creatures provoke an opportunity attack from you when they move within 10ft of you.
- You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
I Know My Way
At 7th level, you gain advantage on Intelligence (History) checks to recall passages or pathways between structures or enclosed environments.
Always Know the Way
At 11th level, you learn to harness your ranger magic to mark passageways or paths through complex structures or terrain. By expending a ranger spell slot of 2nd level or higher, you can magically mark an object or non-living surface you touch. The mark is invisible to every creature but you, and you can use a bonus action to sense the exact distance and direction you are from the mark within 1 mile of you. You cannot mark a surface that is made from magical means or is already enchanted with magic.
The mark lasts for 24 hours or until you use this feature again. If you move outside of the mile distance, the mark immediately fades from the surface.
Shot on the Run
At 15th level, when you take the dash action on your turn, you ignore attacks of opportunity against creatures within 5ft of you until the end of your next turn. In addition, you can use your bonus action to make one ranged weapon attack against a creature during or after your movement. If you hit, the creature's speed is reduced to 0 until the end of its next turn.
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