December 10, 2018

Freerunner

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

30 comments:

  1. Only one question, why is this tagged with Halloween? Beyond that this looks really cool.

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  2. If using Revised Ranger, which doesn't have favored terrain, does simply using it in an environment that qualifies for Natural Explorer mean it doesn't count towards uses?

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    1. I'd allow you to use it freely within any section of a city with parkour-able terrain. Tall buildings, complex obstacles; that sort of thing.

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  3. Oh, cool! I love seeing good classes based on non-traditional combat.

    Also, That class could potentially by worse for a revised ranger, who doesn't have a fav terrain. Maybe add a note that says a revised ranger can just get +2 uses or something?

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    1. For formatting reasons, I won't be doing a sidebar, but I'll say my ruling here is free use within cities that have tall buildings.

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  4. Could Momentum be used several times in a turn? I.e(if you have the Extra Attack feature) fall 15ft to get the vertical to proc, attack once, move through their space to make an Extra Attack, then lastly go out of their space to trigger it again for bonus action Two-Weapon Fighting?

    Lastly, as this seems to be for base Ranger, how would it be changed to fit Revised Ranger?

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    1. I hadn't considered the revised ranger when I wrote this to be honest I'll have to think on that one. But yes the intention with momentum is that if you can keep moving between attacks you can trigger it multiple times. :D

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  5. I could see Ranger 3/rogue x multiclassing for some real fun times.

    We work in the shadows...

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    1. Hmmm... they do have an Acrobat Archtype for Rogues on the site.... Synergy?

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    2. Not sure. I know there's an Enforcer rogue that can sneak attack with any non-heavy weapon, opening up weapon choices a bit.

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    3. So there is an Acrobat on this site. seems like there may be some ability overlap. I'd have to do a side by side comparison to see if it would be worth it, or too much overlap

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    4. OK, so we have acrobat and Freerunner.

      Ok LVL 3 Acrobat gets Natural Acrobat: Proficiency in Acrobatics (Suprise!) and advantage with the skill when you use it on your turn. Important distinction.

      Additionally you get Advanced Tumbling: Move through the space of any creature. When you move through a creatures space they have disadvantage on Oppertunity attacks until the end of your turn.

      LVL 9 Acrobat gets Parting Toss: Immediately after you move out of a creature’s reach you can make a ranged weapon attack with a thrown weapon. Rather specific.

      LVL 13 Acrobat gets… FREERUNNING! Lol: ignore difficult terrain and climbing does not take half movement. If you go half speed you can climb even difficult surfaces like vertical walls.

      LVL 17 Acrobat gets you Peerless Dodge. Dodging becomes a bonus action similar to Cunning Action. Additionally you get to use Uncanny Dodge to halve a spells damage. Useful in cases like magic Missile where it is not technically an Attack, but you can already use Uncanny dodge against attack spells. (At least according to Sage Advice, which is NOT strictly canon.)

      Next up we have the Freerunner:

      First up we have spells! This is all good, but we want synergy in the other class features, spells can come later… moving on…

      LVL 3 Freerunner gets: FREERUNNING!!! As we can see, this ALSO grants advantage on acrobatics, though only to navigate obstacles while running. (This id be willing to say would help keep advantage in a tight spot when a DM may try and make it a straight roll due to sheer difficulty).
      But that’s not all! You also can use Dex in place of Str for Athletics to climb, jump, or swing on a rope…

      AND THEN we get to the Freerunning Techniques: Slide gives additional movement which is nice (but possibly useless with the cunning action and advanced Tumbling, but it does let you move through a tight space as well, not just an enemy space.), Tumbling is useless for this build unfortunately due to Advanced Tumbling you will get from the Acrobat, Wall Run though goes REALLY well with this, letting you move in ways during combat you wouldn’t normally be able to without a skill check.

      AND THEN AGAIN: Momentum: +1d6 damage on your next weapon attack when you move through a hostile creatures space (Which they’ll have disadvantage to Oppertunity attack you) of move at least 15 feet vertically

      Ok, finally done with Level 3

      LVL 7: Evasive Fighter!!! When you use a Freerunning Technique you get a +2AC until the beginning of your next turn. (Nice if your often up front and a decent reason to use other Technique’s even if it’s be redundant due to Advanced Tumbling.)

      LVL 11: Hit Hard, Hit Fast: An extra 1d6 damage with momentum (Not really that good when you could be getting several extra d6’s from the Rogues Sneak Attack.)

      LVL 15: Nimble Dodge: when a spell or other effect would have you make a saving throw due to to AOE you can use your reaction to move up to half your speed potentially moving you outside the effect’s area. (Potentially lifesaving, but the number of levels needed may not be good enough for this multiclass.)

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    5. So there is a bit of overlap, some skills seem to go well together. What you get from Momentum can’t really compare to a Rogues Sneak Attack, and most of the Freerunning techniques are redundent. Evasive fighter is ok… but I’d rather get more sneak attack.

      On the other hand though a Ranger Freerunner gets spells: Haste, dimension door, spider climb, and Expeditious Retreat, Hail of thorns, ect… A few spells can MORE than make up for a few D6’s if sneak attack…

      Lastly: what kind of character are you playing? Are you a ranger of the city? A thief? A freedom fighter? Just a messenger? An Elite special unit? This may change what you want more. I’m not really into min maxing, I wont crunch the numbers, i’m sure someone somewhere will, but this is… kind of meh for multiclassing, but there are a few good points.

      Me personally, I’d go 3 Ranger, hit the the Freerunning Conclave, get some good Proficiencies and a couple of d10’s for health, a Favored Enemy, become a Natural Explorer, get a fighting style (probably Archery or Defense) and a few low level spells and slots. Then dump the rest in Rogue: all you miss out on that end is Stroke of Luck and Elusive.

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  6. I’d love to see more Modern subclasses! They’ll do wonders for the Lovecraft campaign I’m preparing

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    1. I intend try to churn out a few more in the coming weeks. There's a rich vein we have yet to tap there.

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  7. Now I really want to roll up a ranger/gunslinger for the ridiculous dodge-rolling potential.

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    1. They both use a bonus action, right? If not, _double dodge roll time_!

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    2. Checked, both use bonus action unfortunately. But on the bright side both have limited uses so you'd be able to overall dodge-roll more often.

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  8. Momentum feels underpowered to me. With Colossus Slayer hunter deals more damage (d8) more easily without having to manouvre in close combat. I'd set it to d8 or d10, having into account that it gets better at higher level

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    1. You can trigger Momentum multiple times per turn though, where iirc, Colossus Slayer is once per turn.

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  9. Wow. I think this is hands down one of the best subclasses on this site. 5e can have a problem with lack of movement because of opportunity attacks and the power of things like sentinel, but this makes mobility mandatory and SO FUN. Bravissimo!

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    1. THANK YOU! That means alot! (Also, I really need to make a Tweeter of Vecna Blogger account)

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    2. There now I am all official now :P

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  10. This looks amazing. I can't wait to try it out sometime. Definitely want to look into some kinda of Monk multiclass with this just to really give it that dexterous street fighter feel.

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    1. also does Momentum stack up? Like say if you were on a roof of some kind and several enemies were climbing a ladder/rope up to your position. Could you jump off fall the 30 or so feet past lets say 4 of them and land next to one at the bottom,tumble through him and attack him with like +6d6?

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    2. Nope no stacking (I might need to clarify this better) with moving it says if you move at least 15 ft but it isn't as clear with reach and moving through spaces.

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  11. Momentum's "leave a creature's reach" doesn't specify that the creature has to be an enemy; is that deliberate? Because as written, you can get the benefit from leaving an ally's reach, without having to worry about opportunity attacks in exchange.

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  12. I should change that to say hostile creature's reach

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