Base Class: Ranger
CITY SKILLS
At 3 level, you gain proficiency in one of the following skills: Deception, Intimidation, Persuasion and Sleight of Hand.
EXTRA ATTACK
Beginning at 5 level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
THEIVES' CANT
At 7 level, you picked up thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on a run.
MAGE HAND
At 7 level, you learn the mage hand cantrip.
STREET SMARTS
At 11 level, you can add 1d8 to any roll related to the city in the following rolls:
Intelligence (Arcana), Intelligence (History), Wisdom (Insight), Intelligence (Investigation) Wisdom (Perception), Dexterity (Sleight of Hand), Dexterity (Stealth)
ROOFTOP KILLER
At 15 level, you can always climb up buildings and other city structures. You gain proficiency in Climber’s Tools. When higher up than 50ft, you have advantage on attack rolls, and proficient rolls.
City Skills
At 3rd level, you gain proficiency in one of the following skills: Deception, Intimidation, Persuasion and Sleight of Hand.
Theives' Cant
At 7th level, you picked up thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on a run.
Mage Hand
At 7th level, you learn the mage hand cantrip.
Street Smarts
At 11th level, you can add 1d8 to any roll related to the city in the following rolls:
Intelligence (Arcana), Intelligence (History), Wisdom (Insight), Intelligence (Investigation) Wisdom (Perception), Dexterity (Sleight of Hand), Dexterity (Stealth)
Rooftop Killer
At 15th level, you can always climb up buildings and other city structures. You gain proficiency in Climber’s Tools. When higher up than 50ft, you have advantage on attack rolls, and proficient rolls.
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