Ridge Runner

by Groggen2

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Ridge Runner

Ridge Runners are most at home when traversing steep cliffs, balancing on narrow ledges and ridges, or conquering peaks most would not even dare to challenge. Even though they're often found in or near mountain villages, defending them from threats from both above and below, they can feel just as comfortable among tall buildings in big cities or spires of ancient ruins. Wherever they may be, they employ their talents for scaling dizzying heights and maintaining their footing, using the terrain to its full extent against their foes.

Ridge Runner Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ridge Runner Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ridge Runner Spells
Ranger Level Spells
3rd feather fall
5th spider climb
9th sleet storm
13th ice storm
17th far step

Lookout

At 3rd level, you gain a climbing speed equal to your movement speed, have advantage on ability checks to maintain balance or avoid falling from high, narrow, or steep places, and you ignore difficult terrain due to slippery or steep ground.

 

Pinpoint Placement

At 3rd level, you know that slowing others down gives you an edge, and how to exploit terrain where one wrong step can be fatal. Once per turn, when you hit a creature with a weapon attack, you can reduce its speed by 10 feet until the end of its next turn If it's no more than one size larger than you, you can also push it 5 feet directly away from you as part of the attack.

Always Braced

At 7th level, when each attack against you can potentially be the last, your survival is assured due to your keen senses and quick wit. When you roll initiative, you can choose a number of creatures you can see, up to or equal to your Wisdom modifier (minimum of 1). Those creatures have disadvantage on weapon attacks and Strength (Athletics) checks against you during the first round.

Opportunistic Aggressor

Starting at 11th level, creatures who take their eyes off you, even for a split second, are making a mistake. You gain one of the following features of your choice.

Threat Range. While you are wielding a weapon with a range, other creatures provoke an opportunity attack from you when they move farther than 30 feet away from you.

Slip and Die. While wielding a melee weapon, if a creature is knocked prone within your reach, you can use a reaction to make an opportunity attack against it.

Anticipated Attacks

Starting at 15th level, your ability to read other creatures' movements is what stands between you and a fatal plunge down from the montain tops, roof tops, or ledges you so often find yourself on. If a creature that was further than 10 feet from you at the start of the turn makes a melee weapon attack against you, you can use your reaction to add your Wisdom modifier to your armor class or an opposed ability check for the triggering attack. You must use this feature before you know the outcome of the creature's roll.

Ridge Runner | Groggen2
 

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