Base Class: Ranger
As a master of movement, you spend your time training, until you are able to deftly climb on any surface.
Mobile
You have trained in the art of movement, you gain proficiency with acrobatics and you may add double your proficiency bonus when making acrobatics ability checks. Your move speed increases by 5 feet and you gain a climbing speed of 40 feet. You can cling to walls and other nonmagical surfaces, while keeping one hand free, you cannot do this if you are wearing heavy or medium armor, or if you are wielding a shield. At your DM's discretion if a surface is considered too difficult to cling to, you can make an acrobatics check every turn to stay on the wall.
High ground
While above enemies, the tide of battle seems to tilt in your favor. Weapon attacks that you make against targets at least 5 feet lower than you deal an extra d4 damage of the type that weapon would normally deal. this damage increases to d6 at 9th level, d8 at 13th level, d10 at 17th level and d12 at 20th level. you also gain a +3 bonus to AC against creatures at least 5 feet lower than you.
Quick Reflexes
at 7th level you gain the ability to use your reaction when you would be hit and you are at least 5 feet above your attacker to give them disadvantage on their attack, if the attack still succeeds you may make a single weapon attack against them if they are within range. You gain resistance to damage caused by falling as you have learnt how to break your fall more effectively.
Heightened Dexterity
At 7th level, you may choose to gain advantage to ability checks and attack rolls that use your dexterity, although if you do this, you do not add your proficiency bonus to any rolls made with this advantage while you are climbing and at least 5 feet above the ground. You choose weather to use this advantage or not before you make a roll, in combat you choose for all the roles you make at the beginning of your turn. Additionally, you gain the ability to remove advantage on one of your attacks that has advantage to instead take an extra attack action while you are climbing, you can only gain this extra attack action once per turn.
Acrobatic Mastery
Starting at 15th level, you are no longer impeded by difficult terrain, your movement and climbing speeds are each increased by 10 feet and you get and additional +2 to AC while climbing. You can now cling to any surface with one hand no matter what armor you are wearing and even if you are wielding a shield. Your spells can be cast as though you are using an arcane focus while climbing, and you can attack an additional time, as though you had the Extra Attack feature an additional time while you are climbing.
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