Base Class: Ranger
Rangers usually find themselves as bulwarks between the untamed ferocity of the wilds and cradles of civilizations. Sometimes though, the threats to society come from within. In large metropolitan cities, some rangers find their skills to be of more use within the city itself and learn to change those skills to hunting the darkened alleys and hidden tunnels.
Street Runner
At 3rd level, you have learned to navigate a city's crowded streets and alleys without being slowed down. You gain the following benefits:
- You gain a climbing speed equal to your walking speed.
- You are able to pass through a creature's space even if they are not two sizes larger or smaller than you by spending 1 extra foot of movement for every foot moved.
- Squeezing into a space one size smaller than you does not cost extra movement.
- You do not take any damage from falling from a height of 15 feet or less.
City Guide
Also at 3rd level, you gain the benefits of your Natural Explorer feature while in an urban environment in addition to all other benefits you would receive.
Shot Caller
At 3rd level, your ability to track a target through the crowd becomes second nature. As a bonus action, you can mark a number of creatures within 30 ft of you as your crew's focus. You can select a number of creatures up to your Proficiency modifier. The next attack that hits your target adds 1d6 to the damage roll and causes the creature to no longer be marked. While a target is marked, you have advantage on Wisdom (Perception) checks when tracking its position.
Improvised Defenses
At 7th level, you have learned to use your surroundings as part of your defenses. When you are hit by an attack, if you have a free hand you can use your reaction to grab an object that is not being worn or carried or a creature that is within 5 feet of you, to deflect the attack.
An object reduces the amount of damage by its hit points. If the damage exceeds the object's total hit points, the object is destroyed and any remaining damage is carried over to you. If an object is not destroyed, you may continue to use it in your defense until the start of your next turn or until it is destroyed.
When attempting to grab a creature within 5 feet of you, you must succeed at grappling the creature. This must be a creature other than the one making the attack. On a success, the attack instead hits the target of your grapple. If the attack roll is 5 or more, less than the creature's AC, the attack misses. If the attack hits and reduces the creature to zero hp you take any remaining damage. Your grapple immediately ends after the attack is made. A creature can choose to fail their Strength (Athletics) or Dexterity (Acrobatics) check for the grapple. Once a creature is grappled in this way, it can't be the target of this feature until you complete a short or long rest.
Mobile Offense
Starting at 11th level, you have learned to attack even when on the move. When you use the Dash, Disengage, or Dodge actions, you can make one weapon attack before the end of your turn.
You can also use a bonus action on your turn after making a weapon attack to move up 10 feet to an unoccupied space. If there are any other creatures within 10 feet of your original location, the target of your attack has disadvantage on Wisdom (Perception) checks to determine who made the attack.
Elite Shot Caller
At 15th level, you have learned how to best optimize your shot caller feature. When you use the shot caller feature you can also direct any number of allies within 5 feet of the marked creatures to make a melee weapon attack on them, if these attacks hit they gain an additional d8 and do not end the mark on the creature. You can do this a number of times equal to your prof bonus.
Previous Versions
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3/31/2022 3:07:50 PM
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8
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3/31/2022 3:15:47 PM
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7
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1.2
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Coming Soon
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