Ranger
Base Class: Ranger

The job of a courier is to cross vast expanses of wilderness to deliver mail to the good people all across the land. Because of how dangerous these wilds are, a courier develops an knack for speed and improvisation rarely seen elsewhere.

The courier specialises in swift movement, as well as finding and using improvised weapons.

Courier's Haste

At level 3, the courier's responsibility to make deliveries quickly naturally increases their capability for speed, increasing their walking speed by 10 feet.

Staunch Duty

Whenever the courier enters a town, they may collect and/or deliver 1d10 letters (provided they have enough in their inventory). For each letter delivered, the courier gains 1d4 silver pieces. Additionally, the courier gains +1 to the first charisma roll they make toward each person in a town that they deliver letters in.

Improvised Expertise

You have developed the skill necessary to make use of anything around you in combat. When making an attack roll with an improvised weapon, you can choose to use your DEX modifier instead of STR. You gain proficiency with improvised weapons. Additionally, improvised weapon attacks deal 1d6 damage, while thrown attacks deal 2d4 damage.

At level 7, 11, and 15, the dice count for improvised weapon attacks increases by 1.

Nimble Efficiency

At level 7 the courier now receives advantage on acrobatics checks while amongst difficult terrain. 

Impulsive Approach

At level 7, the courier gains access to Impulsive Approaches, which are techniques used with improvised weapon attacks to either improve their attacks or apply special hindrances to their targets.

Most impulsive approaches require that an attack roll beats the targets AC by a certain number, or that a damage roll deals enough damage. Impulsive approaches with separate requirements can be triggered in the same attack, so long as all requirements are met.

Couriers gain 3 impulsive approaches at level 7, and then another at both level 11 and 15.

Bruise

This impulsive approach is triggered by an improvised weapon attack. If the attack roll for an improvised weapon beats the targets AC by more than 4, the target must make a Constitution saving throw equal to the courier's Strength score. On a failure, the target’s AC is lowered by 2 for 1 round of combat.

Confound

This impulsive approach is triggered when the courier lands an improvised weapon attack. If the attack deals more than 11 damage, the target receives disadvantage on any attack rolls for 1 round, and is also deafened.

Pummel

This impulsive approach is triggered when making an improvised weapon attack. If the attack roll is either a 19 or 20 on the die, the courier is able to make another attack with the same weapon.

Rebound

The impulsive approach rebound is triggered when the courier lands a throw with an improvised weapon. If the thrown attack deals more than 8 damage, the weapon bounces off of the target, returning to the courier's hand. Any attack rolls made with the improvised weapon receive +2 until the beginning of your next turn.

Spell Parry

This impulsive approach is triggered when the courier performs a Dexterity saving throw against an evocation spell. If the saving throw succeeds by more than 4, the courier can choose to redirect the spell back to its source, at the cost of destroying the improvised weapon they are holding.

Stagger

This impulsive approach is triggered when making an opportunity attack with an improvised weapon. If the attack roll beats the target's AC by more than 2, you can increase or decrease the amount that the target moves in that turn by up to 10 feet. The choice of where and how far they stagger may be decided after the target has made their movement. Additionally, their movement speed is reduced by 10ft. until the beginning of your next turn.

Illuminating Curiousity

At level 11, the courier is able to illegally search through the letters they have collected in an attempt to learn useful information about a topic or person of their choosing. When attempting to do this, the courier must make an intelligence roll with a DC relevant to the rarity of the topic. 

On The Go

At level 15, your experience moving through and surviving in all corners of the world has made you more resourceful than ever. When using tools you are proficient with to craft, you now only require an amount of materials worth 40% of the products GP, rather than 50%, and craft items twice as fast. Additionally, when you wield items crafted by you as improvised weapons, you gain an additional bonus to attack rolls equal to half of your DEX modifier.

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