TEXT:  
  Ranger Archetype 
  The ideal of the ranger can have many expressions. 
  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 giant’s legs or scurry up its back with ease. 
  Freerunner Magic 
  Starting at 3rd level, you learn additional spells when you 
  reach certain levels in this class, as shown in the Freerunner 
  Spells table. These spells count as ranger spells for you, but 
  don't count against the number of ranger spells you know. 
  Freerunner Spells 
  Ranger Level 
  Spells 
  3rd 
  expeditious retreat 
  5th 
  spider climb 
  9th 
  haste 
  13th 
  dimension door 
  17th 
  passwall 
  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 vertically, 
  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. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Freerunner.pdf