Base Class: Ranger
Starting when you choose this archetype at 3rd level, you have trained extensively to move freely over and through any terrain using only the abilities of the body. You have advantage on Dexterity (Acrobatics) checks made to navigate obstacles while running and can use Dexterity in place of Strength when making a Strength (Athletics) check to climb, jump, or swing on a rope. Additionally, you have mastered a number of techniques. You can use your freerunning techniques a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a short or long rest. While in your favored terrain, using a technique does not count against your total number of uses.
Slide. As a bonus action, you can move up to 10 feet without spending movement through another creature’s space or squeeze up to 10 feet through a smaller space.
Tumble. As a bonus action, you can nimbly jump, dive, or roll up to 10 feet in a straight line without spending movement. During this movement, any attacks of opportunity made against you have disadvantage.
Wall Run. As a bonus action, you can choose to run along a vertical surface as part of your movement. Until the end of your turn, you gain a climb speed equal to your walking speed. If you jump while running along a wall, you can complete the distance of your jump, even if doing so would exceed your movement speed.
Momentum
At 3rd level, if you move through a hostile creature’s space, leave a creature’s reach, or move at least 15 feet, you deal an additional 1d6 damage on the next weapon attack you make on your turn
Slide
As a bonus action, you can move up to 10 feet without spending movement through another creature’s space or squeeze up to 10 feet through a smaller space.
Tumble
As a bonus action, you can nimbly jump, dive, or roll up to 10 feet in a straight line without spending movement. During this movement, any attacks of opportunity made against you have disadvantage.
Evasive Fighter
Beginning at 7th level, when you use a freerunning technique, you gain a +2 bonus to your AC until the beginning of your next turn.
Hit Hard, Hit Fast
Starting at 11th level, the additional damage from your Momentum feature increases to 2d6
Nimble Dodge
At 15th level, when a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your movement speed, potentially moving you outside the effect’s area.
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