Base Class: Ranger
Rangers are often skilled in hitting moving targets, however traceurs, they specialise in hitting targets, whilst moving. Fast and efficient, getting a job done quickly. They value mobility, and agility. A good traceur uses a range of movement options, mastering rolls, jumps, running, wall running, climbing, pulling themselves over ledges and even sliding.
Many traceur rangers are criminals, utilising their extreme mobility to steal, entering a building, grabbing an item and leaving at high speed, before anyone even reacts! Some act like the Robin hoods of the world, taking from the rich and giving to the poor. Due to this, rich and nobles often picture cloaked, dark changelings, due to their infamy amongst the rich as no good criminals, whilst the poor common folk, recieving the loot, imagine agile tabaxis in flowing capes, heroes known across the land
Whilst most are criminals, some become traceurs for self defence and some even for the thrill of sliding down roofs, jumping between buildings and running on walls. Due to this, caves and the underdark are often spots where many traceurs are found, along with any other areas with unique or interesting terrain to traverse.
Long Jumper
At 3rd level, You can now jump double as far, and 5 feet higher. After a jump, you may instantly scale any wall (without using up any movement) that's top is 6ft (for small creatures), 9ft (for medium creatures) or 12ft (for large creatures) away. You may also use this without jumping, but the heights are reduced 3ft.
Shifting Shot
At 3rd level, doing your attack whilst in one of the movement options expanded upon or created by this subclass (other than sliding and rolling, mentioned later in this subclass) adds an extra 1d4 piercing damage. At level 7, you may use this ability whilst sliding, and may do 2d4, instead of 1d4.
Boundless Strides
At 7th level, you may dash without using up your action. This ability may be done proficiency bonus times per long rest.
Houdini
At 7th level, If grappled, you can use a bonus action to free yourself without a saving throw.
Double jump
At 11th level, The user may make 2 jumps in succession, the second in midair, on a successful DC 12 Dexterity (Acrobatics) Saving Throw, doubling the height and length of the jump, however the second jump does not have the effects of the long jumper trait.
Wall run
At 7th level, You move to a point on a wall that is 10ft, or, if jumping before triggering this ability, the height of your jump, up. You then are forced to move your entire movement speed across the wall, and move down the wall by 5 ft, as if a climb speed equal to double your regular speed.
Roll
At 11th, You take no fall damage. You may also use a reaction to increase your ac by +5 proficiency bonus times per long rest
Slide
At 11th level you can slide, taking a bonus action and increasing your ac by +5 for the turn, moving double your movement speed, without using up any movement (if on a slanted surface, the full length of said surface), and if any creatures obstruct the way, the player may choose to either stop moving and knock the creature prone if they fail a DC 12 strength saving throw, or to pass through the creature. You must be grounded to use this feature and will always move on a straight line unless on a curved surface. Creature's larger than the player may not be knocked prone
New platforms
You gain one of the following features:
Antigravity platforms
You may choose an object or group of the same object (max. 10 objects) to lose gravity. These objects may be moved whilst levitating. They cannot be damaged or have spells cast on them whilst levitating, and can only exist for the purpose of being a platform. The object cannot be larger than 5ft^3. If this ability is used on a living creature, the creature cannot be larger than large, and must make a DC 12 Constitution Saving Throw, and that is changed to DC 8 for Large creatures. The effect wears off after 2 turns and may be cast proficiency bonus times per long rest.
Astral leaps
For 3 turns, you no longer interact with the material plane, instead moving through a new plane with identical terrain to the material plane, except it is upside down and has one new structure of your choice added that the dm agrees to. The dm may instead choose this structure. You may use this ability proficiency bonus times per long rest.
Comments