Ranger
Base Class: Ranger

Rangers of the Metropolitan Marauder Conclave follow no ancient tradition or creed. These rangers were thieves, urchins, orphans and the like that were adopted by the city as its children. These ranger have developed a symbiotic relationship with the city and its people and are specially suited to navigating any city and using it to their advantage.

Marauder Spells

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

Primeval Guardian Spells
Ranger Level Spells
3rd Grease
5th Knock
9th Wall of Sand
13th Hallucinatory Terrain
17th Passwall

 

Friend from the City

At 3rd level, whether as a child or during your travels in various cities, you gain a friend in the form of an animal familiar. You may choose any Beast of CR 1/4 or lower, that could feasibly be found in an urban environment, as your familiar. The creature gains your Dexterity (Stealth), Intelligence (Investigation) and Wisdom (Perception) skills. It also shares a method of verbal communication only you and it understand. It cannot attack or serve as a mount but instead serves as a scout of sorts. While your familiar is within 5ft of you, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks.

If the familiar is ever killed or lost, 5gp worth of food can be left unobserved in a hidden place at midnight. By dawn, your familiar will be found in its place, having consumed the food.

Raven on the Rooftop

Starting at 3rd level, when you attack using a ranged weapon from a perch at least 10 feet higher than your target, you have advantage on the attack.

Street Rat

At 7th level, you gain the following bonuses after spending at least a day exploring a city.

  • You can perfectly recall any path you've traveled in the city limits and the immediate surrounds.
  • You establish a safe house that can be used to hide from hostile creatures. This safe house is located in an abandoned building somewhere in the city limits and will stay abandoned until you change your safe house.
  • You gain the ability to create hidden caches in the city. A cache can contain up to 100 lbs of material. Only you know where these caches are and they cannot be burgled or destroyed. (PS: You are expected to keep notes of the locations and contents of your caches.)

Spider on the Wall

At 11th level, you gain a climbing speed of 30 feet and are considered to be under the effect of the Jump spell permanently.

Key to the City

At 15th level, you can spend a week of downtime and 1d100 worth of gold pieces to gain the following benefits.

  • You can pass messages via townspeople to anyone in the city limits.
  • You can find a place to hide, rest, or recuperate among the people. They will shield you from the law or anyone else searching for you, and will even risk their lives for you.
  • You and your adventuring companions can expect to receive free lodging and care with the common folk of the city.

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