Ranger: Courier Conclave
Couriers are rangers who are fleet of foot, using their talents to move seamlessly in any environment: from the densest city to the most sprawling forests, a courier is always on the move. Sometimes called runners, some mock these rangers for their propensity to take jobs simply as delivery people, ferrying goods and news to where they're needed. However, one would be wise to avoid such comments, for a member of the courier conclave is almost impossible to outrun.
Courier Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Courier Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Courier Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Longstrider |
| 5th | Misty Step |
| 9th | Haste |
| 13th | Freedom of Movement |
| 17th | Far Step |
Fluid Movement
At 3rd level, your movement flows naturally, allowing you to cover great distances in a short time.
Your movement speed is increases by 10 feet and you can take the Dash action as a bonus action.
Striders
Also at 3rd level, you're magic has suffused a pair of boots, shoes, or other footwear. While wearing your Striders, you gain the following benefits:
- You may use Dexterity, instead of Strength, when calculating the distance you can jump.
- You don't take fall damage from heights of 30 feet or less.
- You may use the Striders to cast the spell jump, targeting yourself, without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
If your Striders are lost or destroyed, you can spend 1 hour to create new ones, using a pair of footwear. Alternatively, you can spend 1 hour to turn a magical set of footwear into Striders. You may only have one set of Striders at a time.
Momentum Strike
Beginning at 7th level, you know how to use your momentum to strike hard. On your turn, if you move at least 20 feet before making a melee weapon attack, the attack deals an extra 1d10 damage. This damage increases to 2d10 at 15th level. You must be wearing your Striders to benefit from this ability.
Momentum Mastery
At 11th level, your movements are so swift that they become hard to keep up with. When you take the dash action on your turn, your movements don't provoke attacks of opportunity for the remainder of the turn and difficult terrain doesn't cost you additional movement.
Door to Anywhere
At 15th level, you can open up a doorway that allows you to travel great distances in a heartbeat. You learn the dimension door spell, which doesn't count against the number of spells you know. Additionally, you may choose to cast it from your Striders. When you do, it does not require a spell slot, and you can choose to either double its range, or to make its casting time 1 bonus action, instead of 1 action. Once you've cast the spell in this way, you cannot do so again until you finish a long rest.