Base Class: Ranger
While most Rangers live away from the hustle and bustle of large cities, others find their home lurking in dark alleys, peering off rooftops, and tracking the behaviors of guilds and gangs. Many City Lurkers are private investigators, town guard, or bounty hunters. Some may turn toward adventuring, moving from one metropolis to another in search of glory, but traveling the wilderness and sleeping on the road may not suit all City Lurkers' preference.
City Lurker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the City Lurker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| City Lurker Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Feather Fall |
| 5th | Detect Thoughts |
| 9th | Arcane Lock, Knock |
| 13th | Mordenkainen's Faithful Hound |
| 17th | Scrying |
Concrete Jungle
At 3rd level, you gain urban environments as a favored terrain. In any city or large town, you are a master of tracking, travel, and communication. If tracking a creature within city limits, you may roll an Intelligence (Investigation) check instead of a Wisdom (Survival) check.
If you choose humanoids as your favored enemies, you may choose an additional 2 races as favored enemies. If you did not choose humanoids, you may choose 1 race.
Freerunner
At 3rd level, you are a master of motion. You gain the following benefits.
- You halve all fall damage
- Your climb speed is equal to walking speed
- Your speed does not decrease when traversing rooftops
- You can scale sheer walls up to 15 feet high
- You only need to move 5 feet for a running jump, and your long and high jump are both equal to 5 + Strength modifier + Dexterity Modifier, or half (rounded up) on a standing jump
- If you move your full movement uninterrupted, you ignore difficult terrain.
When you travel over rooftops, you have advantage on passive perception and stealth checks. If alone, you do not consider it difficult terrain, and may move stealthily at a normal pace.
People Watcher
At 7th level, you can focus your Primeval Awareness on the voices in the streets and faces in the crowd. In addition to the benefits of Primeval Awareness, you can track the location of specific individuals among your favored enemies that you have met or received a detailed description of, learning what region of the city they primarily operate, their public reputation, and one location they are known to to frequent.
Alternatively, you can focus on known organizations or groups, whether they are comprised of your favored enemies or not. You learn their group numbers (as small 2-20, medium 20-50, large 50-100, huge 100+ groups, or unknown), the region of the city they primarily operate, and the nature of their organization (criminal, civilian, guild, government, religious or secret/unknown). You can only glean information that is publicly known or widely accepted rumor
Additionally, you roll with advantage on Wisdom (Insight) checks, and your passive Insight increases by 4.
Urban Warfare
At 11th level, you're used to being surrounded in close quarters. Whenever you take the attack action, you can move away without provoking opportunity attacks. Additionally, if you move less than 10 feet in this manner, you may make a single additional melee attack against a different creature. This may be repeated until you spend all your movement. You cannot repeat an attack against the same creature while moving in this way.
Skyscraper
At 15th level, you may use your action to leap on a creature from 30 feet or less above it. If you break your fall with a creature in this way, you take no fall damage, and it takes 1d6 per 10 feet you jumped bludgeoning damage, and you may attempt to make a weapon attack with a light weapon as well. If jumping from more than 30 feet, roll a d4. On a 4, you land on the creature. On a 3, you land in the square to its left, its right on a 2, and in front of it on a 1. If you land on the creature successfully, you take fall damage quartered, and your weapon attack is at disadvantage. If you miss, you take fall damage as normal and the creature is alerted to your presence.
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