Base Class: Ranger
The Isu, a variant race of humanoid, possessed far greater talents than common humans. They actually used humans as slaves, but some of them were curious as to what would be created through a combination of their races. Those who walk the path of the Isu Hunter capitalize on their talents gained from this union.
Urban Tactics
As a master of urban warfare, you have familiarized yourself with city life, making it extremely easy to complete the mission. You gain the favored terrain: Urban/Suburban Area. You gain the same functions and benefits of any other favored terrain in this one.
Leap of Faith
Your advanced knowledge of rolling and falling allows you to halve fall damage taken. In addition to this, you are able to negate fall damage when sufficient cushioning of a fall is available, such as a cart of hay, a body of water, or a similar structure. Your DM must tell you if a structure not identified in this ability would be sufficient to negate the fall, if asked.
Kill Variations
As a member of an order that prides itself on its killing capabilities, you gain access to more effective, versatile, and fatal attacks. If a target is not aware of your dangerous presence, or is aware that you are danger to them and fails a challenged perception check, then the target is instantly killed. If you are able to be completely out of sight and make minimal noise, then the target automatically fails this check. If dual wielding melee weapons, the targets are within your wingspan, and you are not in a position that hinders your movement substantially, you may kill two people at once with this feature. The target must not be more than one size above or below your size class. In addition, if using a ranged weapon, the target must be within range, must not be alerted to your presence, and must not be moving more than 1/10 of your distance per turn laterally.
For example, if you are hanging from a ledge and the target is near you, you can reach and stab them in the gut while simultaneously throwing them to the ground, effectively killing them. Your DM can rule that certain kinds of assassinations are unlikely to work or pull off, and can thus require you to think of a separate strategy.
Blending in with Crowds
Being able to be one with the urban shuffle of people, you gain advantage on Stealth checks while hiding in an area with an adequate group of people, such as sitting on a bench with people, or staying in the middle of a group walking past guards.
Counter-Kills
Your skill in combat has risen to the point where if you can block an attack, you are able to make a fatal opening in an opponent's defense and attack with great efficacy. Using your reaction, you must roll a challenged Perception check plus your AC against a Sleight of Hand check plus their d20 roll to hit. If your total is greater than the opponent's, then you are able to block the attack and instantly kill the opponent. You gain 2 extra reactions in addition to your preexisting one in between turns. The target must not be one size larger or smaller than you.
Kill Chain
You have memorized common attack patterns of your favored enemy so much that you are able to stack swift and unblockable attacks against them. When killing your Favored Enemy, if there are more than one, you may challenge an opponent's Perception check plus their AC with your Sleight of Hand check plus your roll to hit. If they fail the challenge, then they are killed instantly. This is at a gamble however; if *you* fail, then you lose that turn. If your Favored Enemy is Humanoids, then you may use this ability against all Humanoids. There is no limit to how many of these you may execute, except that the targets all must be within 10 feet of you if using melee, and all targets must be targetable as described by "Kill Variation" and "Counter-Kill" if using ranged weaponry.
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