Ranger
Base Class: Ranger

Master of the streets, you not only protect the transition from civilization to wilderness, but bring that same attention to the urban jungle directly. Bounty hunter or guard, you've learned that cities are environments much like any other. Reading crowds as you might the weather and hunting prey from the back alleys and rooftops that have become second nature, you are a master of urban survival, a Venator.  

Venator Features

Ranger
LEVEL
FEATURE
3rd Hunter of the Forum, Venator Magic, Urban Traveler
7th Ready for Anything
11th Makeshift Trap
15th Venator's Dance

Venator Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Venator Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fiend Expanded Spells
Ranger LEVEL SPELLS

3rd

feather fall

5th

spider climb

9th

tongues

13th

greater invisibility

17th

passwall

Hunter of the Forum

Starting at 3rd level, you learn to force your quarries into detrimental positions. As a bonus action, choose one Large or smaller creature you can see within 60 feet of you; the next time you hit that creature this turn with a weapon attack you can also attempt to move that creature. The creature must succeed on a Strength saving throw against your spellcasting DC or be moved 5 feet in the direction of your choice or knocked prone.

Urban Traveler

At 3rd level, you gain unparalleled ability to move quickly and covertly through crowds and urban environments. You are not slowed by moving through spaces occupied by other creatures and can move through spaces occupied by creatures of any size, even if hostile, and you can attempt to hide from a creature that can see you when in half or threequarters cover, even that provided only by other creatures.

Additionally, used to making use of any available limb in cramped spaces, you can take the Use an Object action even if you do not have a free hand, though any ability check needed for that action has disadvantage if performed in this way.

Finally, add urban to your choices of favored terrain, even though it is not normally an allowable favored terrain.

Urban

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Ready for Anything

Starting at 7th level, your methodical preparedness leads you to continually position yourself to frustrate any would be ambushers. As long as you are conscious, creatures have disadvantage on attacks made against you during their first turn in each combat.

Makeshift Trap

Starting at 11th level, you learn how to use and lace your environment to ensnare and debilitate those who would attack you. When a creature you can see ends its turn within 20 feet of you you can use your reaction to activate a trap. The creature must succeed on a Dexterity saving throw against your ranger spell save DC or be restrained until the end of its next turn. The creature can use its action to make a Strength saving throw against your ranger spell save DC to end this effect.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

Venator's Dance

Starting at 15th level, your ability to weave in and out of battle and capitalize on the movement of others allows you to dance through dangers with minimal concern. Opportunity attacks against you have disadvantage and you have advantage on any opportunity attacks you make.

Additionally, once per turn when you hit a creature with a weapon attack, you can choose to distract that creature. If you do, it can't take reactions until the start of your next turn.

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