New Ranger Archetype

This homebrew content for Dungeons and Dragons (Fifth Edition) is not officially produced or supported by Wizards of the Coast, and requires DM approval.

In broad daylight

"It's got a music to it," said the Elf, "a rhythm."

He sat on the roof of a tavern, smoking a pipe and waving a lazy hand at the marketplace below. He narrowed his eyes, then gave a slight nod of his head.

"There's your man," he said.

"Where?" said Beran. It all looked the same to him, from up so high.

The ranger nocked an arrow, and sighed. "Follow me," he said, "and do try to keep up."

In a heartbeat, he was gone -- strolling from rooftop to rooftop as if it were no more difficult than breathing.

Bevandrad

Not all rangers make their lives in the wilderness; some have learnt the ways of stone and glass. Whether leaping bendtween buildings, tracking prey through a crowded market, or leading their party through a mess of tangled alleyways, the Bevandrad is at home with the hustle and bustle of urban life.

Urban Magic

When you choose this archetype at 3rd level, you learn an additional spell when you gain levels in this class, as shown in the Bevandrad spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

3rd: Charm Person

5th: Rope Trick

9th: Nondetection

13th: Fabricate

17th: Passwall

The Walls Have Eyes

Starting at 3rd level, you may cast Find Familiar as a ritual. The familiar must take one of the following forms: rat, owl, hawk, raven, spider or cat. The range for seeing through your familiar’s eyes is increased to 500 feet.

Streetwise

Starting at 3rd level, you gain an additional terrain type for your Natural Explorer feature: cities. In addition, you gain a climbing speed equal to your movement speed and may add your dexterity modifier to your horizontal jump distance.

Shadows and Glass

At 7th level, you’ve learnt to blend into a crowd, and strike without warning. You gain proficiency in Stealth, and advantage on Dexterity (stealth) checks to blend in with a crowd. If you are already proficient in stealth, you add double your proficiency bonus. In addition, while hidden and within 30 feet of the target, your attacks deal an extra 1d8 damage. This increases to 2d8 at level 13, and 3d8 at level 17.


Quick

At 11th level, you’ve learnt to move swiftly and carefully in the midst of a swirling melee. In combat, after making a melee weapon attack, you may use your reaction to move up to 10 feet in any direction without provoking attacks of opportunity from the target. Immediately after moving in this manner, you may make a single ranged attack as a bonus action.

Death from Above

At 15th level, if you are hidden from your target and within 30 feet of them, your first attack that hits on your turn is an automatic critical hit.