Ranger
Base Class: Ranger

Streetwarden is a Ranger who has traded the wilderness for the labyrinth of city streets. Master of urban survival, they move through the crowded markets, back alleys, and rooftops with ease, hunting their quarry and uncovering secrets hidden beneath the surface. Adaptable and resourceful, the Streetwarden can navigate the political and criminal undercurrents of city life, using informants, urban knowledge, and stealth to their advantage.

In combat, the Streetwarden uses the urban landscape to outmaneuver their foes, striking from ambush or using the terrain to control the battlefield. With an ability to track targets in even the most crowded or chaotic environments, they excel at espionage, bounty hunting, or vigilante justice. Whether blending into the crowd or racing across the rooftops, they are always one step ahead of their enemies, using the city itself as their greatest ally.

Urban Tracker

You have advantage on Investigation and Insight checks to locate people, gather information, or navigate social networks in urban environments. You can also use Hunter’s Mark on a target that you have spent at least 10 minutes observing a previous location they have inhabited, gaining bonuses when tracking them through the streets.

City Skirmisher

You can move through crowds and narrow spaces with ease. You ignore difficult terrain caused by crowds or obstacles in urban environments. Additionally, as an action, you can quickly rig a simple urban trap (such as a tripwire, falling debris, or loose crates). Choose a 5-foot square within 30 feet of you. The first enemy that enters this space must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d6 bludgeoning damage and be knocked prone. This damage increases to 3d6 at level 11. You can use this ability a number of times equal to your Wisdom modifier per long rest.

Defensive Combatant

While taking cover, if a creature moves to reveal your position you can attack as a reaction. Additionally, When you are within 5 feet of an urban structure (such as a wall or building), you can take the Dodge action as a bonus action, granting enemies disadvantage on attacks against you until the start of your next turn.

Master of the Streets

You have cultivated a network of informants spread across the city. This network gives you access to valuable intelligence and resources. While in an urban environment, you can call upon your network of contacts to perform the following tasks:

  • Gather Intelligence: Once per day, you can spend 1 hour gathering information. You gain insights into the political or criminal landscape, learn of any immediate threats, or discover rumors about specific individuals, locations, or events. This information is typically accurate but may be vague or incomplete depending on the situation.

  • Locate a Target: As an action, you can send word through your network to track down a person, creature, or object within the city. After 1d4 hours, your contacts provide the location of your target within 1 mile. This can be done once per day.

  • Safe Haven: Once per long rest, you can use your network to secure a safe place for you and up to 6 companions to hide for up to 24 hours. This location is well-hidden and safe from detection by most conventional means, providing shelter, food, and basic amenities. While inside the safe haven, you and your allies have advantage on Stealth checks to remain undetected.

Additionally, your network is always keeping an eye out for you. You can’t be surprised in any urban environment, and you have advantage on initiative rolls while in a city or town.

Urban Warfare Tactician

As an action, you can choose up to three creatures within 60 feet of you and designate specific urban features (like walls, rooftops, streets, or alleys) to manipulate against them. The next time those creatures move or take an action, they must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or suffer one of the following effects:

  • Trapped: The creature’s movement speed is reduced to 0 until the end of its next turn as rubble, debris, or an obstacle blocks their path.
  • Staggered: The creature is knocked prone as they trip or stumble over the terrain.
  • Confined: The creature takes 4d6 bludgeoning damage as collapsing structures, loose debris, or environmental hazards fall on them.

Limit: You can use this ability a number of times equal to your Wisdom modifier per long rest.

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