Ranger Conclave

Urban Skirmisher

The Urban Skirmisher stalks the treacherous streets of the city, relying on knowledge of alleyways and other quick getaways to stay out of danger. These rangers are urban explorers, they have often grown up as urchins, residing in sewers, graveyards or on rooftops. They mostly take care of themselves, but have the ability to scavenge cities for allies as well. More social than other conclaves, these rangers are adept to cities and humanoid creatures.

Vermin's Way

When you choose this conclave at 3rd, you mastery of cities and urban dwellings has made you an adept scavenger. This have also made you accustomed to vermin which reside with you. They help you in combat as a disease. Additionally, your time with vermin has made you immune to disease.

Scavenge. You can use 1 hour in a city, village or other urban area to scavenge for scraps. You can use these materials to create simple weapons, 10 arrows or a shield. They have no inherent value in trading due to their low quality.

Vermin. When you hit a creature you can choose to make it do a Constitution saving throw against your spell save DC. If it fails it is infected by your vermin and takes 1d6 damage at end of each of your turns. An infected creature can use its action to disperse the vermin. An infected creature can use its action to disperse the vermin. When you hit another creature you may attempt to infect it, but the first target loses it’s infection regardless of the outcome of the saving throw. The vermin counts as an disease for the purpose of resistance and immunity.

Urban Skirmisher Magic

Additionally, you gain access to additional spells at 3rd, 5th, 9th, 13th, and 17th level. Once you gain a urban scavenger spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

Urban Skirmisher Spells

Ranger Level Spells 3rd Comprehend Languages 5th Locate Object 9th Sending 13th Leomund’s Secret Chest 17th Commune

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Skirmish

Starting at 7th level, when you are hit by an attack you may use your reaction to move up to half your movement speed without provoking opportunity attacks. When you use this feature you can move through any creatures space without penalty. You cannot end your turn in another creature's space in this way.

Many is the Vermin

Starting at 11th level, there is no limit to how many creatures that can be affected by your vermin at the same time. Additionally, creatures that don't have advantage against your vermin has disadvantage on its saving throw.

Swarmed Spell

Starting at 15th level, when you see a creature casting a spell you may use your reaction to direct vermin against it. The creature must succeed on a saving throw against your spell save DC or be blinded until the end of its next turn. If it fails the saving throw, it is blinded before casts the spell. You must finish a long rest before you can use this feature again.