Urban Trackers protect humanoids from their own. Trained to hunt in large metropolitan cities, some rangers find their skills to be of more use within the urban crawl and learn to utilize their skills in hunting the underbelly of the city itself. Through darkened alleyways and hidden tunnels, these rangers work to subdue the threats to society that come from within. <br> ___ ### 3rd Level <br> ##### Street Runner At 3rd level, you have learned to navigate a city's crowded streets and alleys without being slowed down. You gain the following benefits: - You gain a [[Physical Capabilities#Climbing|climbing speed]] equal to your [[Physical Capabilities#Movement Speed|movement speed]]. - You are able to [[Movement and Position#Moving Around Other Creatures|pass through any creature's space]] without treating it as [[Movement and Position#Difficult Terrain|difficult terrain]]. - You do not take any damage from [[Movement and Position#Falling|falling]] from a height of 15 feet or less. - You may choose urban environments as an option for your [[Ranger#Deft Explorer|Deft Explorer]] feature. <br><br> ##### Tracker Companion When you summon a creature with your [[Ranger#Bestial Companion|Bestial Companion]] feature, it inherits following traits. - You may choose whether your companions size is [[Movement and Position#Creature Size|Tiny, Small or Medium]]. - Your companion has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on Wisdom ([[Abilities & Skills#Navigation |Navigation]]), Wisdom ([[Abilities & Skills#Survival|Survival]]) and Wisdom ([[Abilities & Skills#Perception|Perception]]) checks that rely on hearing or smell while in a settlement of any size. <br><br> ##### Urban Tracker Magic You gain additional spells at the Ranger levels listed. They do not count against the number of spells you know. | Ranger Level | Urban Tracker Spells | | :----------: | -------------------------------------------------------- | | 3 | [[Occult Spells#Disguise Self\|disguise self]] | | 5 | [[Arcane Spells#Knock\|knock]] | | 9 | [[Occult Spells#Tongues\|tongues]] | | 13 | [[Divine Spells#Locate Creature\|locate creature]] | | 17 | [[Occult Spells#Mislead\|mislead]] | <br> ___ ### 7th Level <br> ##### Improvised Defences At 7th level, you have learned to use your surroundings as part of your defences. When you are hit by an attack, you can use your reaction to grab a reasonable object that is [[Movement and Position#Creature Size|one size larger than you or smaller]], and is not being worn or carried, or a creature that one size larger than you or smaller, that is within 5 feet of you, to deflect the attack. An object reduces the amount of damage by its hit points. If the damage exceeds the objects total hit points, the object is destroyed and any remaining damage is carried over to you. If an object is not destroyed, you may continue to use it in your defence until the start of your next turn or until it is destroyed. When attempting to grab a creature within 5 feet of you, you perform a contested [[Making an Attack#Grapple |grapple]] check against them. The target of your grab must be a different creature than the one making the attack against you. On a success, the attack hits the target of your grapple. If the attack roll is less than the creature's AC, the attack misses. Your grapple immediately ends after the attack is made. A creature can choose to fail their check for the grapple. Once a creature is [[Making an Attack#Grapple |grappled]] in this way, it can't be the target of this feature for 24 hours. <br> ___ ### 11th Level <br> ##### Mobile Offense Starting at 11th level, you have learned to attack even when on the move. When you use the [[Actions in Combat#Dash|Dash]], [[Actions in Combat#Disengage|Disengage]] or [[Actions in Combat#Dodge|Dodge]] actions, you can make one weapon attack before the end of your turn. Additionally, any [[Armour & Weapons#Ranged Weapon Categories|ranged weapon]] you hold gains the [[Armour & Weapons#Hipshot|hipshot]] property. <br> ___ ### 15th Level <br> ##### Hidden in the Crowd At 15th level, if you make a [[Making an Attack#Melee Attacks|melee attack]] while there are 3 creatures within 10 feet of you, or if you make a [[Making an Attack#Ranged Attacks|ranged attack]] while there are no creatures within 20 feet of you, you can use a reaction after dealing damage to become [[Conditions#Invisible|invisible]] until the start of your next turn. This ends early if you attack or cast a spell.