Ranger
Base Class: Ranger

What is the best dungeon, if not the unexplored ones that holds secrets and mysteries of the past? Whether it be in an academic setting or in the jungle, this is where the Uncharted Explorer flourishes. You don't hunt down animal or favored enemies, you hunt down treasures and relics.

Level 3: Level 3: Relic Sense

You've studied artifacts both from the safety of a museum and also in dangerous dungeons, granting you the following benefits.

  • Trap Expertise: You gain proficiency in Thieves’ Tools and either Arcana or History. You can add double your proficiency bonus to checks made to detect or disarm traps.,
  • Relic Whisperer: When you spend an action examining a magical object or piece of ancient architecture, you can learn what it was used for, what last activated it, and what it might do next. If it yield's no results, you can turn it to a casting of the spell identify. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Level 3: Level 3: Uncharted Explorer Spells

When you reach a Ranger level specified in the Uncharted Explorer Spells table, you thereafter always have the listed spells prepared.

| Ranger | Spells
|    Level |
|----------+---------------
| 3 | Clue, Feather Fall, Detect Magic, Longstrider
| 5 | Locate Object, Pass Without Trace
| 9 | Clairvoyance, Dispel Magic
| 13 | Freedom of Movement, Dimension Door
| 17 | Legend Lore, Arcane Eye

Level 3: Level 3: Danger Instinct

You always seem to be at the right place at the right time, developing a signature sense for peril and a method to adapt to items found in dangerous locations. You gain advantage on initiative checks and dexterity saving throws. Magic items that you earn on deadly++ quests, you can ignore attunement requirements (with exception of faction items) and use of that magic item. At level 20 in this class, you gain one extra attunement slot for items you earned in that deadly++ quest.

Level 7: Level 7: Uncanny Traveler

Your body adapts to the strangest ruins and harshest lands. You can spend 1 minute to make the current terrain your favored terrain or speed up the process by sacrificing a spell slot to turn it into an action. When it is, you gain a climb speed equal to your walking speed and you can determine jump distance using dexterity instead of strength. You ignore difficult terrain caused by rubble, plants, or natural hazards. You can take running jumps from standing, and the die roll on skill checks and ability checks cannot be lower than your wisdom modifier. Additionally, you can also make a Trail Map out of your favored terrain.

Trail Map. After 10 minutes studying a ruin, vault, maze, or tomb like area up to a mile radius, you create a magical Trail Map that lasts for an hour. While you or any ally holds the map, your group can’t become lost by nonmagical means there, and you and your allies have advantage on checks to avoid or navigate nonmagical hazards in that area.

Level 11: Level 11: Puzzle Master

You've likely finally graduated college at this point and started a tenure as a professor somewhere, so your mind sharpens in high-stress environments. Whenever you make an Intelligence or Wisdom check to solve a puzzle, decode a message, or deduce a mechanism’s function, you have expertise on it. You can use your action to study a trap or mechanism. On a successful Investigation check (DC is based on complexity, DM discretion), you can learn how to disable or bypass it with advantage if there is any way to disable or bypass it. On a failure, you learn a clue to disable or bypass it. This action cannot be used on the same trap more than once unless the trap changes.

Safety Net. Once per short rest, if a party member fails a check to disable a trap or open a lock, you can immediately reroll it for them, using your own modifiers, as a reaction.

Level 15: Level 15: Vaultborn

You are impossible to catch off-guard in ancient places. No matter what prize is inside or what old security measures there are, you will get it in a museum where it belongs! When subjected to an effect that allows a Dexterity saving throw to take half damage, you take no damage on a success and half on a failure. When using magical weapons, you can use your wisdom modifier for attack and damage rolls instead of dexterity or strength in combat.

Finally, you always have an escape plan ready. When you would be reduced to 0 HP by a trap, hazard, or environmental effect, you can instead drop to 1 HP and teleport up to 30 feet to a space you can see. You can use this feature once per long rest, or sacrificing a 3rd level spell slot or higher.

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