Homebrew Ranger V 1.3

(Comments and critiques welcome)

Ranger

Ranger Proficiencies

Acrobatics is added to the Ranger skill list. 

Favored Enemy

Enhancement of Ranger's Favored Enemy

At Level 1 you have three Favored Enemies. In addition, if you are gaining advantage on a check against a Favored Enemy from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead. You can use a bonus action to make an intelligence relating to a Favored Enemy. Starting at level 14, you can use your wisdom modifier instead of your intelligence modifier for any intelligence checks relating to your Favored Enemies. 

Arcane Knowledge

Some Rangers have knowledge of otherworldly planes and/or beings of those planes, and in the case of Mage Hunter Rangers magic itself. When you gain this feature at level one, you can choose to replace your proficiency of Nature (if you have it) with proficiency in Arcana if it’s appropriate for your character. You cannot change this once you choose to do so  (unless the DM says otherwise).

Favored Enemy Options

When you pick Favored Enemy, you can choose one of the following options instead of any of the others listed.

Mage Breaker– Some Rangers don't hunt simply one kind of race that uses magic, but rather magic users as a whole. Most Mage Slayer Rangers hunt those who misuse magic or magical items.

You have advantage on intelligence checks based on magic such as identifying a spell (view Xanathar’s Guide for more info on identifying spells), recalling a magic item's history, determining a magic item's use, determining a magical effect, or determining if something is a magical illusion. In addition you know the Detect Magic spell and it doesn’t count against your spells known. You can cast Detect Magic as a ritual, and without expending a spell slot a number of times equal to your proficiency bonus rounded down.

Shape changer– some Rangers hunt those who can take different forms, shape changers (any creature with the monster sub-type of shape changer qualifies such as changelings). You have advantage on Wisdom (Survival) checks to track shape changers, as well as on Intelligence checks to recall information about them. You also gain one language associated with them.

Nature’s Guide

First level Ranger Feature

Being an exceptional traveller, you can give your group a travel speed equal to your travel speed on foot. If you are travelling on a vehicle, you can have it travel at a speed equal to your travel speed (the travel speed for vehicles is in the Player's handbook), as long as you are directing the vehicle, or assisting in doing so.

Your presence can also help your allies push forward on their travels. Whenever you succeed on a Constitution saving throw to resist the effects of Extreme Cold, Extreme Heat, or a forced march you can grant advantage on the same saving throw to any creature of your choice that is travelling with you.

Your group’s travel also isn’t slowed by difficult terrain.

In order to grant these benefits to your traveling group, the group cannot consist of more than 10 creatures (excluding yourself and any summons/familiars of the travelling members). 

Deft Explorer

Enhances Deft Explorer optional feature

At first level:

  • You have advantage on checks made to forage. Also whenever you gather food and/or water while foraging you get an additional amount of each by an amount equal to 1+half your proficiency bonus rounded up. In addition, if you are gaining advantage on foraging from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead. It also takes you half the time to forage. 

  • You have advantage on navigation checks, if you are gaining advantage on a navigation check from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead. In addition if you do get lost, it only takes you half the time to get back on track. You can navigate while doing something else like tracking or staying alert to danger. 

  • You can add a d4 to Wisdom checks made to track other creatures, or checks made to analyze tracks left by others (such as what left them and how many there are), as well as checks made to spot tracks, it also takes you half the time to find a type of creature or plant native to a natural environment you are in. You can track while doing something else like navigating or staying alert to danger.

  • Additionally, you’ve adapted to be able to carry a heavier load while traveling. Your carrying capacity increases by a number of pounds equal to three times your Ranger level. 

At level six:

  • You are considered half proficient in checks and saving throws that can be affected by Survival Adaptations such as checks against quicksand, checks against slippery ice, saves against extreme temperatures, checks with a herbalism kit, stealth checks to hide for an ambush, saving throw against hypothermia (status condition), saving throws against the poisoned condition, and saving throws against psychic winds in the Astral Plane. 

  • Instead of gaining a climbing speed and swimming speed equal to your walking speed, climbing and swimming no longer costs you extra movement. However, if you have a climbing or swimming speed already, it is now equal to your walking speed.

  • Your navigation is considered magical for the purposes of overcoming magical effects that impede or negate non magical navigation.

At level ten:

  • You cannot be tracked except by magical means, and you can choose not to leave tracks. You can extend this benefit to up to ten creatures you are travelling with. 

  • Your relentless tracking skills can overcome even magic to find your target. Starting at this level, your tracking skills are considered magical for the purposes of overcoming magical effects that impede or negate your tracking. 

  • You can track even if the target used magic to cover their tracks, as you are able to see magically covered tracks as if they were never covered magically, they have a faint mystical glow to them. You are unable to see them this way if they cease to be tracks by non magical means (such as a snowstorm covering magically hidden tracks).

  • You also have advantage on saving throws on maintaining concentration on spells you have casted.

Survival Adaptations

2nd level Ranger Feature

At level 2, whether it be through training, being forced to adapt to a rough environment, or any other reason, you have gained skills to help you survive. These skills are called survival adaptations. Whenever you pick an option, you cannot change it unless you level up. If an option requires a prerequisite, you must meet it. You can change the options you choose upon leveling up. Also as a result of your wilderness travels, you know more about nature than a normal folk, you can use your Wisdom modifier instead of your Intelligence modifier for Nature skill checks, though they still count as Intelligence checks for the purposes of abilities such as Favored Enemy. You can also replace your intelligence modifier with your wisdom modifier when making an arcana check relating to a natural environment, such as identifying what plane of existence you are on, or identifying a natural hazard native to another plane such as the Feywild. The number of survival adaptations you have at certain Ranger levels are listed below (the options are in the Mechanics section of this document):

Level 2-2

Level 5-3

Level 9-4

Level 13-5

Level 17-6

Primal Awareness

Enhances Primal Awareness

At level three, your experiences in natural environments has honed your survival instincts, you gain a bonus to your Survival Skill equal to half your proficiency bonus rounded down, unless it is benefiting from expertise, in which case choose a different Ranger skill for this to apply to. In addition, you can choose Detect Magic or Detect Poison and Disease instead of Speak with Animals as part of your Primal Awareness Feature.

Undermine Defenses

Sixth level Ranger Feature

At level six, you know how to strike at your foes with precision to hit easier and deal more damage. 

You gain a number of d4s called hunter’s dice. These dice can be added to any damage roll you make against a target. You can use one hunter’s dice per round, but cannot use them on the same roll. You regain all expended hunter’s dice at the end of a short rest.

If you use a hunter's die on a Favored Enemy it becomes a d6, and you can also choose to add it to an attack roll against it instead, you can do so before or after you make the roll but before any of its effects take place. 

In addition you learn how to strike to bypass your Favored Enemies defenses. You can do any of the two following effects by using a hunters die to do so, if you do you forgo adding the hunters die to the damage roll unless otherwise specified:

Break Resistance- you can use a hunters die to weaken a target to a damage type it would normally resist. When you use this ability, the target of your attack must make a constitution saving throw. On a failure, one of its resistances (your choice) is ignored for one minute, or an immunity (your choice) becomes a resistance. A creature can’t be affected by this if it is already suffering from this effect. An affected creature can also make another saving throw at the end of its turns to end the effect early. If you have the Mage Breaker Favored Enemy, you can do this against a creature that is benefiting from a resistance/immunity from a magical effect but this doesn’t end the spell early rather suspends that effect of the spell.

Imitate Damage- if a Favored Enemy you hit with an attack has an ability in its stat block that is affected by being hit by a certain damage type (such as a Zombies Undead fortitude being ignored by radiant damage or a trolls regeneration being stalled by fire damage) you can use a hunters die to act as if you hit it with said damage type (if the ability requires a threshold of damage such as some trolls needing to take 10 fire damage to die, treat the damage dealt by your weapon as that type of damage for the purposes of those abilities). 

Break Concentration (Mage Breaker only)- when you hit a creature with a weapon attack, instead of dealing extra damage to said creature you can attempt to break their concentration on a spell (if they are concentrating on one), instead of adding your hunter’s die to your damage die against the creature, add the hunter’s die to the saving throw the creature makes to maintain concentration on their spell, although the hunter’s die’s size is lowered by one when you do.

The number of hunter’s die you have at certain Ranger levels is listed below:

6th level- 3

10th level- 6

14th level- 8

18th level- 10

Hunter dice and Mage Breaker: if your favored enemy is Mage Breaker, you can add a hunters dice to any attack roll you make against a creature whose ac is benefiting from magic, such as the mage armor or shield spells. You can also add a hunter's dice to any damage roll against a creature that has temporary hit points from magic, such as the false life spell. 

Lands Stride

Enhances Rangers Lands Stride Feature

You have advantage on checks made to perceive and identify natural hazards as well as Intelligence checks involving physical geography, if you are gaining advantage on these kinds of checks from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead. 

In addition you can always be deemed as a lead pursuer in a chase. 

Tip: if the lead pursuer in a chase is a Ranger, the quarry has disadvantage on stealth checks to escape said pursuers.

When you reach level 11 in this class, this feature allows you to ignore even magical difficult terrain. 

Savage Strikes

14th level Ranger Feature

The damage die of your hunters die increases to a d6, and to a d8 when used against a Favored Enemy. 

Master of the Chase

14th level Ranger Feature

You have become adept at the art of the chase. You can take the Hide and Search actions as bonus actions, as well as being able to make a single weapon attack as a bonus action when you take the Dash action. In addition, whenever you use the Search action to keep an eye on a creature you can see or to spot/find a creature you have seen within the last minute you gain advantage on the roll, if you are gaining advantage from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead.  

Hidden Traveller 

14th level Ranger Feature

You have advantage on saving throws against divination magic. Also, when a creature tries to perceive you through a magic scrying sensor, they must make a check against your spell save DC using their spellcasting modifier or they cannot see you through the magical scrying sensor.

Knowledge of the Hunter

20th level Ranger Feature 

Becoming an unparalleled hunter, you gain the following skills:

  • Whenever you make an intelligence check relating to your Favored Enemy, you gain half proficiency in the check if it doesn’t already use your proficiency bonus.

  • You can use two hunters die per round.

  • You regain three uses of your hunters die if you roll initiative and have no uses left. 

  • Once per short rest you can reroll a check to Wisdom checks made to track other creatures, a check made to analyze tracks left by others, or a check made to spot tracks.

Communicator of Beasts

3rd level BeastMaster feature

Becoming a middle point of civilization and the wilderness, you can replace one of your languages with the language of beasts, allowing you to communicate with beasts as if you shared a language. If you have the Primal Awareness feature, you can replace the Speak with Animals spell with the Animal Friendship spell.

In addition, you and your beast/primal companion can share rations, whenever you are eating together each of you gaining the benefits of consuming one ration each for the price of using only one. 

Enhanced Bond

7th level BeastMaster feature

At level 7, your bond with your beast companion has intensified, forming a natural bond through nature itself. You have gained the following benefits:

  • While within 1 mile of each other, you can communicate with each other telepathically through this bond, able to convey simple thoughts and concepts as well as emotions. You can use this telepathy to command your companion. 

  • Both you and your companion can communicate telepathically with any beast within thirty feet of each other using your natural bond with each other by extending it to other beasts. Likewise, any beast can communicate telepathically back. 

  • As an action you can forge a deeper telepathic bond with a willing beast within 30 feet of you. With this beast you can telepathically communicate with it if you are within 1 mile of it. The beast can also do the same. You can use this bond to call out for its help, able to convey your location and the basics of the assistance wanted. Your beast companion can communicate with any beasts you forge this bond with too. 

  • You can cast Beast Sense on a creature within 1 mile of you as long as you have an established telepathic bond with it, such as your beast companion.

  • You know the spell Beast Bond, and it doesn’t count against your spells known. You can cast it once per long rest without expending a spell slot, and if you target your beast companion the following effect can apply, your beast gains advantage on targets within 30 feet of you instead of five feet as a result of the spell. 

  • Your beast companion’s natural attacks count as magical for the purposes of overcoming resistance and immunity to non magical damage.

Expanded Spell List

(The following spells are added to the Ranger’s spell list)

  • Protection from Good and Evil

  • Gentle Repose

  • Dispel Magic

Mechanics

Extreme Cold

https://www.reddit.com/r/UnearthedArcana/comments/mivucu/my_homebrewed_system_for_the_frigid_cold_that_i/?utm_source=share&utm_medium=ios_app&utm_name=iossmf 

Frostbite status condition changed to hypothermia status condition to avoid confusion with the frostbite spell. 

Cold resistance doesn’t give a boost to saving throws against Extreme Cold or hypothermia.

Base DC for travelling through Extreme Cold is 10+number of hours travelled without warmth.

Frigid water natural hazard inflicts one layer of hypothermia instead of exhaustion (check the DMG for more information on frigid water).

At the DM’s discretion something such as freezing snow completely covering a character (such as by falling snow from a cliff face) can constitute a save against Hypothermia, in which case the DM sets an appropriate DC. 

Foraging

Whenever a creature forages for food and water, and rolls a nat 20, they gather an extra d4 of food and water.

Also, if a creature fails a foraging church by 2 or less, they can successfully forage one pound and gallon of food and water.

It takes 1d4 hours to complete foraging, even if they find nothing. 

 Tracking

A creature can attempt to find a kind of animal or plant that’s native to a natural environment they are currently in. When they do so they must make a Nature or Survival check (DMs discretion) to attempt to find the type of animal or plant they are looking for, although it takes 1d4 hours. 

Jumping checks

Sometimes a character needs to make a jump across something, such as a chasm. However if they don’t have enough jumping distance, they can attempt a check to jump further then they would normally be able to. The DC for a check to jump further for a long (horizontal) jump is 9+number of extra feet being jumped, while the DC for a check to jump further for a high (vertical) jump is 14+number of extra feet being jumped. If a character fails a jumping check to jump further, they jump their normal jumping distance and then fall unless they can stop it. 

Climbing/Swimming Checks

  • At the DMs discretion climbing or swimming can require an Athletics check, or a similar skill such as Acrobatics in certain situations. The base DC is 10, though things can raise the DC such as if you are moving through fast moving water. On a fail the player must spend double their movement when climbing/swimming, if the player fails by 5 or more they cannot climb/swim through that terrain/obstacle that turn (if they are currently climbing they lose their grip and start to fall), they can make the check again at the start of their next turn as an action. A creature with a climbing speed has advantage on any check made to climb, and any creature with a swimming speed has advantage on any check made to swim.

  • Sometimes dashing while climbing/swimming will require a climbing/swimming check (at the DMs discretion) typically if it’s over particularly hard terrain like terrain that forces a climbing/swimming check, or for example when climbing. The base DC is 10.

Climbing:

  • If a creature does something while climbing that leaves them with no free hand, such as using a two handed weapon or doing the somatic and material components of a spell, the creature must make a climbing check or fall. If a creature attempts to climb without a free hand, they must make a climbing check to see if they are able to that turn, if they fail by 3 or more they fall. If a creature ends their turn without a free hand, they must make a climbing check to not fall. At the DM’s discretion, something such as a large enough intention in a rock wall or a sturdy enough tree branch can act as a foothold and negate the need to have a free hand. 

  • Pitons make any area that has no handholds into an area with little handholds for the holder of the piton, as long as they are using it to climb. 

  • Climbing another creature- to climb another creature, you must be at least two sizes smaller than them, and the DM must decide whether or not the creature can be climbed (Note: most constructs can be climbed, as well as a lot of solid elementals). To successfully begin climbing a creature (and therefore moving into its space) you use your action to make a climbing check against the target's Athletics or Acrobatics check (its choice), and you move into their space and treat their space as difficult terrain when climbing them. While climbing a creature you have advantage on attack rolls against them, and the creature you are climbing has disadvantage on attack rolls against you unless they are unarmed strikes (some climbable creatures deal increased damage with unarmed strikes to creatures climbing them). Whenever a creature is being climbed they can use their action to shake off the climber, when they do the creature makes an Athletics check against a climbing check that the climber makes, if the creature succeeds the climber is thrown off, if the climber succeeds they stay latched to the creature.

  • Catching yourself while falling- sometimes you are forced to fall whether it be because you walked off the edge of a cliff, you lost your grip while climbing, or because of a trap door. Once you start falling, you can use your reaction to grip onto the surface you were climbing, or in the situation of falling off a cliff the ledge of said cliff. You must have a free hand to do this, or something that can act as a free hand while climbing such as a pickaxe, or war pick. If you catch yourself on a ledge you are considered on the wall of that ledge, and therefore must use climbing movement to move around as normal. The DC for the check if you are falling as a result of a save (such as a trap) the climbing check needed to succeed on catching yourself equals the DC for the save plus 5. If you are falling and not next to a wall or something to grab onto you can use a rope that has a hook on it to attempt to make the check (assuming you have a free hand to grab the rope first). You end up ten feet below where the rope was thrown if you succeed. While these checks are typically an Athletics check, as it requires some level of physical force to latch yourself into a ledge and not slip while falling, the DM can rule it is dexterity based instead of Strength based for the Athletics check. If you are falling as a result of a creature shaking you off it, you have disadvantage on the check made to catch yourself if you are attempting to grab onto the same creature that shook you off. 

  • Dex Saves and AC while climbing- while climbing, a creature can’t add its dexterity to its AC and has disadvantage on dex saving throws, unless it has a climbing speed, or it has an ability, or is under the effect of a a spell, that allows them to walk on vertical surfaces such as spider climb.

  • Sometimes dashing while climbing will require a climbing check (at the DMs discretion) typically if it’s over particularly hard terrain like terrain that forces a climbing check. The base DC is 10.

  • Jumping while climbing- a creature can attempt to jump while climbing, this adds a +5 to the check and if they fail they fail to jump at all and cannot try again to jump while climbing till the start of their next turn. A creature cannot do a high jump while climbing. 

  • Rappelling- rappelling is a climbing check, and is typically an Acrobatics check, although the DM may call for a rappelling check to be an Athletics check for example to hold tight to the rope. If a creature moves while rappelling, they can use their regular movement speed, or their climbing speed if they have one. If you are rappelling in a downwards trajectory, you can make an Acrobatics check to land without taking fall damage, +3 is added to the DC of the check, and you must be able to expend movement/climbing speed to cover the entire downwards trajectory. 

  • Climbing DC table:

    • Base DC-10

    • Little handholds-+2

    • No handholds-+4

    • Slippery surface-+2

    • Climbing horizontally-+6

    • Catching yourself while falling-+5

    • No free hand- disadvantage

    • Rappelling in a downwards trajectory-+3

Swimming:

  • Wading- when a creature traverses through water that is only waist high, they are considering wading through it. When wading, a creature can move as normal, however can still be forced to make a swimming check as appropriate. 

  • Standing up while underwater- if a creature is knocked prone, and as a result is fully submerged, they must make a swimming check to stand back up, in a success they only need to expend half their movement as normal to stand back up. However, on a failure they must expend all of their movement to stand back up.

  • Swimming DC table:

    • Base DC-10

    • Muddy/slimy water-+2

    • Standing up while underwater-+2

    • Slow Rapids-+2

    • Extreme Rapids-+4

Natural Hazards

Natural hazards are called wilderness hazards in the DMG, they are one and the same, just a different name to remove the stigma that they can only appear in the wilderness (an abandoned temple might have sharp vines for example). The definition of natural hazards can be different for every DM, however here's one for those who wish to accept it. Natural hazards are hazards/obstacles/hindrances typically as a result of the existing environment, though it can also be the result of something naturally growing in the environment such as vines with thorns, or the poison of a plant (not if said plant is defined as a creature). Not all natural hazards have to be 100% natural. A room long abandoned filled with water could be considered a natural hazard when the entrance is opened and it floods the hallway, forcing creatures to make saves or be pushed by the current. As with traps, some traps could be natural hazards but not all traps are natural hazards (such as a floor covered in oil or a floor breaking as a result of poor craftsmanship). For example, bandits could cultivate thorny plants around their base of operations to hinder adventurers, but it would be considered a natural hazard and a trap as a result of it being made of vines, or for example if a flying creature led its pursuers over quick sand to entrap them. 

 Some effects and abilities, such as some spells and maybe even legendary actions, create natural hazards, if they do it will be specified in their description. Some effects and abilities mimic what could be considered natural hazards, such as tidal wave and gust of wind, it is up to the DM whether those count as natural hazards or not.

Example natural hazards:

  • Slow Rapids- slow rapids is a section of water, typically of a flowing body of water as a river, that has picked up speed. Whenever a creature enters the area of slow rapids, they must make a DC 12 Athletics (swimming) check to successfully swim through it, this DC can be affected by other factors, such as muddy water described in the Swimming DC Table above. If a creature starts its turn in an area of slow rapids they must make a DC 10 Strength saving throw or be pushed 5 feet in the direction of the current. 

  • Extreme Rapids- Extreme Rapids move much faster then slow rapids. Whenever a creature enters the area of Extreme Rapids they must make a DC 14 Athletics (swimming) check to successfully swim through it, this DC can be affected by other factors, such as muddy water described in the Swimming DC Table above. If a creature starts its turn in an area of Extreme Rapids, they must make a DC 13 Strength saving throw or be pushed 10 feet in the direction of the current, during this movement if they hit an obstacle such as a boulder they take d6 bludgeoning damage. 

  • Sharp Rocks-sometimes sharp rocks or metal of some sort will protrude from a surface. When you move into the space of such a natural hazard you must make a DC 12 Acrobatics check, if you fail you must take d6 piercing damage from the rocks/metal or treat the area as difficult terrain to avoid taking damage. You must also make the check if you start your turn in such a space and move. If you are climbing while you encounter this, you treat it as an Acrobatics climbing check. 

  • Gaseous Shroom- this patch of green and black mushrooms connected to a single stalk are usually located in swamps or similar marshy areas. It exudes nearly undetectable poisonous gas, which requires a passive perception of 13 or a perception check of the same number to notice. If a creature enters the area of poisonous gas or starts its turn there, it must succeed on a DC 14 Constitution saving throw or take 1d6 poison damage, on a success it’s not affected by this for one minute.

  • Muddy water- muddy water or similarly hindering water such as slimy water imposes a higher check on swimming checks (see the Swimming DC Table above) but sometimes water is so muddy that it also counts as difficult terrain. 

Natural Hazard Scaling

In the DMG, the natural hazards and such are scaled for a low level party, meaning that at later levels natural hazards will merely be annoyances. The following table is a suggestion for DMs to use for natural hazard scaling, it shows minimum DCs natural hazards be at the appropriate levels, it should be noted some natural hazards are hard to succeed at low levels like avalanches so increase those with caution. This first table does not assume hazards that scale such as Extreme temperatures, that is the second table:

Static Natural Hazard DC Increases:

Level 5+-minimum DC 12

Level 9+-minimum DC 13

Level 13+-minimum DC 15

Level 17+-minimum DC 16

Stacking Natural Hazard DC Increases:

Level 5+-minimum DC 10+modifiers

Level 9+-minimum DC 11+modifiers

Level 17+-minimum DC 12+modifiers

Other Planar checks Arcana vs Nature

This section is a suggestion for DMs regarding whether a check should be Arcana vs Nature. Obviously a DM has no responsibility to follow the “rules” of this section

As the Player’s Handbook states, the Nature skill involves checks about “terrain, plants and animals, the weather, and natural cycles”. The Player’s Handbook also stated that the Arcana skill involves not only checks on magic and the like but also checks involving planes of existence and the inhabitants of those planes. As a result this seems to conclude that checks that would normally be Nature but involve otherworldly planes (such as the terrain of a location in the Feywild) or creatures (such as the anatomy of an Aberration) would be Arcana. Of course it would be logical to say that a character can still attempt to use the Nature skill to make the check, at the DMs discretion, but with an increased DC of +3. 

In addition, any natural hazards on other planes of existence aren’t considered magical unless otherwise stated. 

Poisons

Gaseous Poisons- Gaseous poisons are a poison that are only effective in a gas state (unless otherwise stated) as a result they must be inhaled to take effect (unless otherwise stated). When you harvest poisons, you must harvest it from the source, not just the air it occupies. In addition any gaseous poisons you harvest must be kept in a vial or similar containment. To break the vial and therefore release the gaseous poison, you must break on a surface within your reach, or throw it at a point within the containment’s range (vials have a range of 20 feet), this counts as a Use an Object action or an attack action (your choice). Once broken, the gaseous poison’s radius, damage, save DC, and other effects are determined by the poison you harvested (in other words this information is the same as it was before), though the radius maxes out at 20 feet. 

Survival Adaptations

Bearer of the Cold- you have grown accustomed to cold temperatures. You have advantage on saving throws to resist Extreme Cold, Frigid Water (or a similar natural hazard), and on resisting the status condition hypothermia. In addition, whenever you take cold damage you can reduce the damage by 1d4+half your proficiency bonus rounded up, once you do this you can’t do it again until the start of your next turn unless you use your reaction. 

Bearer of the Heat- you have grown accustomed to hot temperatures. You have advantage on saving throws to twist Extreme Heat and on resisting the status condition Heat Stroke. Your daily water intake is also not doubled as a result of Extreme Heat. Wearing medium armor doesn’t impose disadvantage on these saves. In addition, whenever you take fire damage you can reduce the damage by 1d4+half your proficiency bonus rounded up, once you do this you can’t do it again until the start of your next turn unless you use your reaction. 

Climber- you are adept at climbing. You gain a climbing speed of 20 feet, if you gain a climbing speed or already have one, add ten feet to it. You can add a d4 to any climbing check you make. You are also unaffected by high elevations, being considered native.

Swimmer- you have become an adept swimmer. You gain a swimming speed of 20 feet, if you gain swimming speed or already have one, add ten feet to it. You can add a d4 to any check you make to swim. In addition, you also add half your proficiency bonus (rounded down) to how long you can hold your breath, in addition you have advantage on Constitution saving throws made to swim for long periods of time.

Perceptive- your senses are tough to fool when in natural surroundings and are harder to disable. Areas that are lightly obscured, such as by heavy precipitation, fog, or heavy wind, impose disadvantage on perception checks,do not impose disadvantage on your perception checks. This doesn't apply to dim light however. You also can add a d4 to any Constitution saving throw you make to not be blinded or deafened. In addition, you can travel at a fast pace without a penalty to your perception score or your navigation check for a number of hours equal to 1+half your proficiency bonus (rounded up) per long rest.

Quick Feet- you are quick to adjust to slippery surfaces and surfaces that require quick feet to maneuver about to avoid taking damage or slowing you down. Whenever you make a dexterity check or saving throw to prevent from being affected by an effect that threatens to knock you prone you can add a d4 to the total. In addition, if thin ice, or a similar natural hazard, breaks beneath you, you can use your reaction to move up to ten feet to avoid falling. You can also add a d4 to any check you make to halve damage from falling into water or a similar liquid or to catch yourself on a slippery surface from falling. 

Sure Footed- you are adept at keeping your footing. Whenever you make a strength ability check or saving throw to prevent from being affected by an effect that threatens to move you or knock you prone, you can add a d4 to the roll.

Escapist- you have experience in getting out of restraints and grapples. When you are restrained or grappled, you can add a d4 to any check or saving throw you make to get out of said situation, and if you would normally be able to use your action to get out, you can use your bonus action instead. 

Resilient Body-  your body is quite resilient, being able to survive off the bare essentials. You can survive an extra number of days without food equal to half your proficiency bonus rounded up. You also only need half a gallon of water daily to survive. In addition, the amount of hours you need to sleep is decreased by an amount equal to half your proficiency bonus rounded up, this doesn’t lower the time a long rest takes.

Traveler- you are quick to travel, you. When you travel for a minute or more, your travel speed is increased by 75 feet per minute at a normal pace, 100 feet per minute at a fast pace, and 50 feet per minute at a slow pace. When you travel for an hour or more, your travel speed is increased by 1.5 miles per hour at a normal pace, 2 miles per hour at a fast pace, and 1 mile per hour at a slow pace. You can add a d4 to any vehicle check you make to control a vehicle or Animal Handling check to control a creature you are riding (such as navigating through dangerous waters or staying mounted), as well as being able to add a d4 to navigation checks you make. You also have advantage on any saving throw you make as a result of a forced match.

Extended Movement (prerequisite 5th level Ranger)- you have extended your movement during chases, whether it be the one being chased or chasing your own prey. Once per turn when you dash you can move an additional ten feet. You also have advantage on saving throws to avoid exhaustion as a result of dashing too much in a chase.

Precise Movement- you have learned how to travel without being noticed. You can move stealthily at a normal pace.

Multitasker- you can also remain alert to danger when you are engaged in another activity while traveling.

Enhanced Immune System- your immune system has been put to the test by several poisons and diseases. You can gain advantage on saving throws against poisons and diseases. You can also safely handle poisons as if you were proficient in a poisoner's kit.  In addition, whenever you take poison damage you can reduce the damage by 1d4+half your proficiency bonus rounded up, once you do this you can’t do it again until the start of your next turn unless you use your reaction. 

Herbalist (prerequisite 5th level Ranger)- surviving in the wilds, you know how to apply herbs to help yourself and others. You gain proficiency in herbalism kit. In addition, when you take this option, you gain a herbalism kit if you don’t have one already, having made one during your practicing in herbalism. 

Ambusher (prerequisite 5th level Ranger)- you are skilled at ambushes. You can also remain alert to danger when you are engaged in another activity while traveling. In addition, you have advantage on Stealth checks when hiding for an ambush, you can extend this to a number of creatures with you equal to your proficiency bonus. You also can travel stealthily at a normal pace. 

Otherworldly Traveler (prerequisite 5th level)- you are experienced in traveling to and from other planes of existence. When determining your movement speed in the Astral Plane during combat, you can replace your intelligence score with your Wisdom score. In addition you can add a d4 to any Intelligence, Wisdom, or Charisma check or saving throw you make as a result of a natural hazard (such as the psychic winds in the Astral Plane or the Despair effect in the Shadowfell). Finally, you can also add a d4 to any check or saving you make to enter or leave a Plane of existence, or to resist entering or leaving a Plane of existence. 

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