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Ranger Archetype
Comments from the Finger: This one was written by our fantastic community manager, the Tweeter of Vecna! Not only is he fantastic at running our twitter and getting streamers to play our content, he’s also a capable homebrewer himself. 

Freerunner

Agile, evasive, and unmoored from the constraints that slow down other rangers, the archetypal freerunner is supremely nimble and capable of crossing terrain as quickly as possible. They accomplish this through a skilled combination of dashing, leaping, and nimbly climbing, that guides them down clever paths through their environments. Moreover, an adept freerunner can convert the momentum from their gymnastics into deadly force, crushing their enemies with exceptional impact from unexpected directions.
     A freerunner is most at home in a city or in the treetops of a great forest, for their unique movement requires a place that is steeped with complex geometry which reaches high into the sky. Of course, even on flat terrain, a freerunner’s agility is not to be underestimated, for they can dive through a giants legs or scurry up its back with ease.

Freerunning
Starting at 3rd level, you have trained extensively to move freely over and through any terrain using only the abilities of the body. You have advantage on Dexterity (Acrobatics) checks made to navigate obstacles while running and can use Dexterity in place of Strength when making a Strength (Athletics) check to climb, jump, or swing on a rope.
      Additionally, you have mastered a number of techniques. You can use your freerunning techniques a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a short or long rest. While in your favored terrain, using a technique does not count against your total number of uses.
     Slide. As a bonus action, you can move up to 10 feet without spending movement through another creature’s space or squeeze up to 10 feet through a smaller space.
     Tumble. As a bonus action, you can nimbly jump, dive, or roll up to 10 feet in a straight line without spending movement. During this movement, any attacks of opportunity made against you have disadvantage.
     Wall Run. As a bonus action, you can choose to run along a vertical surface as part of your movement. Until the end of your turn, you gain a climb speed equal to your walking speed. If you jump while running along a wall, you can complete the distance of your jump, even if doing so would exceed your movement speed.

Momentum
At 3rd level, if you move through a hostile creature’s space, leave a creature’s reach, or move at least 15 feet, you deal an additional 1d6 damage on the next weapon attack you make on your turn.

Evasive Fighter
Beginning at 7th level, when you use a freerunning technique, you gain a +2 bonus to your AC until the beginning of your next turn.

Hit Hard, Hit Fast
Starting at 11th level, the additional damage from your Momentum feature increases to 2d6.

Nimble Dodge
At 15th level, when a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your movement speed, potentially moving you outside the effect’s area.

Changelog: 8/12/19: Freerunner Spells cut
Momentum: Now applies after any 15 feet of movement

 

 

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