Ranger
Base Class: Ranger

While most rangers are at home in the wilds away from civilization you have made your home in the city amidst the sprawling urban environments, the rooftops, alleys, and sewers, recognizing that those who live as part of civilization also need protection for those who would abuse or endanger them, which is often their own kind.  

Vigilante Magic

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

Vigilante Spells

RANGER LEVEL SPELL
3rd feather fall
5th hold person
9th slow
13th greater  invisibility
17th farstep

Defender of the City

The city is your home and your heart, as such you gain Uban Environment as a favored terrain if you are using Natural Explorer from the PHB.  If you are using Deft Explorer from Tasha's then this does not apply as the options are not limited to natural environments.  

You gain proficiency in Acrobatics and Investigation if you do not already have them.  Additionally, you can make an Acrobatics or Athletics check (DC 15) as a bonus action with your movement to gain a climbing speed equal to your movement speed as you parkour up walls and over obstacles. You can also move through crowded and cluttered streets that might be considered difficult terrain at normal movement and can move through crowds with stealth at half speed, as you blend into the people around you to remain unnoticed.

 You are familiar with the general basic layouts of urban environments allowing you to easily locate shortcuts and avoid heavy traffic, cutting travel time across urban environments in half.

Getting The Drop On Them

At third level you gain a special attack.  By dropping from a height (minimum of 10 feet) to within melee range you can make an attack roll.  If the roll is successful, the target takes weapon damage normally and you may transfer up to 3d6 of the falling damage you would have taken to the target as weapon damage (The amount of dice transferred cannot exceed the amount you would have taken.) If the attack misses you take the falling damage as normal.

For example.  If you drop ten feet you can transfer 1d6 through your attack and take no damage yourself.  If you drop fifty feet you can transfer 3d6 to your target through your attack and only take 2d6 damage yourself.

Additionally, the target must make a strength save against your Ranger spell DC or be knocked prone.

You can use this ability a number of times equal to your Constitution Modifier and it recharges on a long rest.

Keen Detective Skills

At 7th level your experiences has honed your intuition giving you access to the Guidance cantrip.
Additionally, your experience and study of the criminal underbelly of the city has given you proficiency in Thieves Tools and Thieves Cant and you can use your Wisdom Modifier in addition to Charisma for Intimidation checks as long as you are in an Urban Environment (this does not give proficiency if you do not already have it.)

Vanish From The Mind's Eye

At 11th level you have become adept at vanishing from sight, adding to the mystique of your reputation, even doing so to friendly contacts to add to the mystery of your persona.  This is an upgrade to the ability at 10th level, "Hide in Plain Sight" (or "Nature's Veil" if you are using the optional rules presented in Tasha's) and not in addition to it.

As a bonus action you can use an opponent's momentary distraction (much like how a Rogue would use distractions to attempt a stealth check) to teleport up to 30 feet away to a location you can see.  When you arrive at your destination you are invisible and remain so until you attack or cast a spell.  The invisibility ends at the beginning of your next turn unless ended early by choice, an attack action, casting a spell, or any action that causes someone to make a Saving Throw.

You may use this ability a number of times equal to your Proficiency Bonus and it refreshes on a Long Rest.

What Evil Lurks In The Hearts Of Men

At 15th level you gain an additional ability for your Hunter's Mark spell or Favored Foe ability.

When you cast Hunter's Mark or use your Favored Foe ability, you can choose to impose a Wisdom saving throw equal to your Spell Save on your target. If it fails, it becomes paranoid and terrified of you (this does not add the Frightened Condition.) It begins to see your face in crowds of people, staring at them from the roof tops, your outline in the shadows of dark alleys. For the duration, the creature has disadvantage on any action or attack directed at you, and you have advantage on any attacks or actions made against the creature, and the creature has disadvantage on saving throws made against your spells and features.  A creature that is immune to Fear cannot be affected by this.

When you commit a hostile action against the target, it may reroll the Wisdom saving throw, removing this condition on a success.

This condition does not transfer if you transfer your Hunter's Mark to a new target or mark a new target as your Favored Foe.

You can use this ability once per long rest.

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