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# Urban Watcher --- A ranger's goal is to protect civilization from the threats of the creatures they hunt. However, sometimes, these creatures don't attack from outside, but rather attack from within, infiltrating civilization and corrupting it from within. Urban Watchers know this all too well, and work to fight these threats. To an Urban Watcher, the hustle and bustle of a city is no different than the migrations and daily movement of the wild, and the buildings are just a different type of tree or hill. Subtlety and efficiency are their weapons of choice. ### Unbarred Entrance When you choose this conclave at 3rd level, you gain proficiency in thieves' tools and disguise kits, and you gain expertise in these tools, which means that your proficiency bonus is doubled for any check made using these tools. This bonus does not apply if the tool is already benefiting from a feature, such as expertise, that doubles your proficiency bonus. ### Urban Watcher Spells At certain ranger levels, you gain access to certain spells, as shown in the Urban Watcher Spells table. You learn these spells when you reach the appropriate level. These spells count as ranger spells for you, and do not count against your total spells known.
##### Urban Watcher Spells | Ranger Levels | Spell | |:---|:---| | 3rd | Bane | | 5th | Levitate | | 9th | Meld into Stone | | 13th | Compulsion | | 17th | Passwall |
### First Strike At 3rd level, you become adept at making the first strike of combat count. When you make your first attack on the first turn of combat, if you hit, you deal extra damage to one creature. Roll 2d6, and add this damage to the total dealt. This bonus damage increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level. \columnbreak ### Shadow Cover You have learned how to take advantage of your surroundings, making you even harder to hit in favorable circumstances. Starting 7th level, when you are lightly obscured, you gain a + 2 bonus to AC and saving throws. When you would have half cover, you instead have three-quarters cover. ### Eyes Everywhere Your resourcefulness has given you a magical talent to help you track and observe the urban environments you protect. At 11th level, you gain the ability to combine divination and enchantment magic, turning a creature into a spy for you. When you converse with a creature, for at least 1 minute, you can mark them magically. The creature must make a Wisdom save against your spell save DC. On a success, they feel a strange sensation, but know nothing more than that. A creature that succeeds on their save is still marked. On a failure, they are unaware you have marked them. For a number of hours equal to your Wisdom modifier, you can use an action to see through the creature's senses. During this time, you are blinded and deafened in regards to your own senses. You can only have one creature marked in this way at a time, and marking another creature will end the previous mark early. You can choose to end the mark early as an action, forcing the target to make a Wisdom save against your spell save DC. On a success, the mark ends with no other effects. On a failure, you can roll a number of d10s, up to your Wisdom modifier, dealing that total as psychic damage. You can use this feature a number of times equal to your proficiency bonus, and regain expended uses when you finish a long rest. ### Greater Urban Magic Starting level 15, you gain access to new arcane tricks, enhancing your capabilities. You can cast the following spells at their lowest level without expending a spell slot: *contingency*, *guards and wards*, *eyebite*, and *true seeing*. Once you cast one of these spells in this way, you cannot cast it again in this way until you complete 1d6 long rests.