Burghal Explorer
Burghal Explorer Magic
Starting at 3rd level, you learn an additional spell with
you reach certain levels in this class, aas shown in the
Burghal Explorer Spells table. The spell counts as a
ranger spell for you, but it doesn’t count against the
number of ranger spells you know.
Burghal Explorer Spells
Ranger Level Spell
3rd find familiar
5th misty step
9th tongues
13th Mordenkainen’s faithful hound
17th animate objects
Grazing Strike
At 3rd level, you gain the ability to hinder your foes with
your strikes. Whenever you hit a creature with a weapon
attack, you can graze your target’s arm, leg, chest, or head
(provided it has the body part). When you do, the creature
takes an additional 1d4 damage of the weapon’s type and
you impose one of the follow effects on that target:
Head. It has disadvantage on the next saving throw it
makes before the end of its next turn.
Arm. It has disadvantage on the next Strength check or
attack roll it makes before the end of its next turn.
Leg. Its movement speed is reduced by 10 feet until the
end of its next turn.
Chest. It must succeed on a Strength saving throw. If it
fails, you can push it up to 5 feet away from you. If it hits
a wall, or other permanent structure as a result of being
pushed, it takes an additional 1d6 bludgeoning damage.
Above and Below
At 7th level, you can identify the fastest routes across
cityscapes or crumbling ruins, whether the path leads
through the sewers below or the roofs above. Climbing
and swimming no longer costs you extra movement and
you can hold your breath for twice as long as normal.
In addition, when you make a running jump, the
distance you cover increases by a number of feet equal to
your Dexterity modifier.
Streetwise
At 11th level, you disappear into crowds without
hesitation. While you are hidden and moving through a
crowd that isn’t hostile to you, you can don a disguise if
you have prepared it in advance and you have at least one
hand free. Wisdom (Insight) checks to see through this
disguise are made with disadvantage.
Additionally, you can take the Disengage action as a
bonus action on your turn. When you do, you can move
through the space of any creature that is size Medium or
larger and you ignore half cover when you make an attack
against another creature.
Close Quarters
At 15th level, you always gain the benefits of half cover
whenever two or more creatures are within 5 feet of
you. As a bonus action while holding a shield, you can
grant this to benefit to one of the creatures adjacent to
you until the start of your next turn or it moves 10 feet
away from you.
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