Base Class: Ranger
Wield Preparation and Perseverance
The wilds provides everything you need, if only you know where to look. You have mastered the ancient art of surviving through primal magic, turning humble ingredients into nourishing feasts, fallen beasts into invaluable supplies, and the harshest environments into welcoming camps. Others rely on steel or beasts to overcome adversity; you rely on preparation. To your allies, every journey feels safer. To your enemies, every advantage has already been claimed long before they arrive.
Level 3: Expert
Choose one of the skills from this pool (Survival, Nature, or Perception) with which you lack Expertise but you do have proficiency. You gain Expertise in that skill, else you get proficiency in that skill.
Your Nature, Survival or Perception D20 tests when it comes to procure food, water or shelter are rolled with Advantage if conditions are normal.
Abnormal conditions are a Dungeon Master's decision as they might require to narrate in order to set the tone of your story!
Level 3: Survivalist's Spells
When you reach a Ranger level specified in the Survivalist's Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Purify Food and Drink |
| 5 | Lesser Restoration |
| 9 | Create Food and Water |
| 13 | Locate Creature |
| 17 | Commune with Nature |
Level 3: Preparation
Preparation is the hallmark of a Survivalist. At the end of each Long Rest, choose one of the following preparations. Its benefits remain until the end of your next Long Rest.
Battle-Ready.
You spend time maintaining weapons and equipment by cleaning blades, tightening grips, repairing straps, and sharpening edges. The first time you enter combat before your next Long Rest, you gain a +1 bonus to attack rolls and damage during the first 3 rounds of that combat. If you do not enter combat, this preparation lasts for a number of days equal to half your Ranger level (rounded up).
Starting at 8th level, you can prepare one additional willing creature in this way. You can prepare one more willing creature at 13th level and again at 18th level, for a maximum of four creatures.
Focused Awareness.
You carefully steady your wits and prepare for potential danger. During the first combat you encounter before the start of your next Long Rest, you add your Wisdom modifier to your Initiative roll, and you can't be surprised before the start of the combat.
Rations & Water.
You preserve and prepare food and water supplies with exceptional care. Until your next Long Rest, the rations in your inventory that you tended grants 1d4 temporary hit points when consumed. In addition, prepared rations do not spoil while this preparation is active. You can prepare two times your Ranger level in rations per Long Rest.
Rations & Water can be procured by nature with the Survivalist's, the party's skills or even purchased and re-processed.
Level 7: Cullinary Expert
Your understanding of hunting-game, nature's raw ingredients, and the intent of survival brings out your best abilities in creating exceptional meals. Those meals traverse the border of mundane to the realm of magic! You gain proficiency with Cook's Utensils if you don't already have it. As part of a Long Rest you can cook an Enriched Meal if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 2 plus your Proficiency Bonus. On the completion of the Long Rest the creatures consumed your food gain one of the following effects until the next Long Rest.
Roll 1D10 to determine the effect.
1 - Rejuvenation: Remove one exhaustion level or prevent gaining one until the end of the next Long Rest.
2 - Might: +1 On Strength Tests and Saving Throws.
3 - Agility: +1 On Dexterity Tests and Saving Throws.
4 - Vitality: +1 On Constitution Tests and Saving Throws.
5 - Clarity: +1 On Intelligence Tests and Saving Throws.
6 - Calmness: +1 On Wisdom Tests and Saving Throws.
7 - Presence: +1 On Charisma Tests and Saving Throws.
8 - Nimbleness: +1 on your AC.
9 - Ferociousness: +1 on any of your damage outputs.
10 - Pot's Potencial: While you were preparing the food you realised that the meal has untapped potential to be even more special. Re-roll the die and double the bonus of the effect on the die that it landed. If you land again on 10 (for a second time) you are entering a flow state that you can dictate what the food effects will be. C hoose which bonus you'd like the food to have.
Scenario Example below:
Survivalist Ranger: 'Hey Dungeon Master, on our Long Rest I want to use my Cullinary Expert feature to prepare the meal for the party'
Dungeon Master: "Okay, roll me a d10 to deterermine the effect"
Survivalist Ranger: *rolls a 10*
Dungeon Master: "As you stir your pot you realise that the stew has potential to be something special!"
Survivalist Ranger: *rolls a 7* 'Hmm, can I use my Inspiration, I think If I can let it stew longer I might bring a different effect'
Dungeon Master: "I'll allow it!"
Survivalist Ranger: *re-rolls after using inspirationa and rolls a 10* "YES! I choose to get +2 AC as the effect"
Dungeon Master: "Fantastic everyone that eats the Ranger's food get a +2 AC until the next Long Rest"
You may combine the Cullinary Expert feature with the Chef feat, by doing so you can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus.
Chef's Replenishing Meal can now instead of regain an extra 1d8 Hit Points to remove one of the following conditions: Blinded, Deafened, Paralyzed, or Poisoned.
!!! You cannot create a Replenishing & an Enriched meal with the same ingredients !!!
Also there is a limit how much you can eat, please consult with your Dungeon Master for what is allowed...
It is recommended to use one 'magic' meal per Long Rest either Replenishing or Enriched
Level 11: Tailored Attack
Once per combat for each enemy creature, you can take the Study action to analyze its strengths, weaknesses, and exploitable traits.
If your Study check succeeds, you have Advantage on the next attack roll you make against that creature.
Regardless of the D20 test, the next time you deal damage to that creature, roll each of the attack's damage dice twice and use the die of your choice.
Once you have used this feature against a creature, you can't use it on that same creature again until the combat ends.
To avoid any confusion, even if you exit and re-enter combat (somehow) you will not be able to use the Tailored Attack to an enemy that you already tailored an attack. The only case for this to happen is if both the Ranger and the target exit the combat and re-enter the combat.
Level 15: Survival Dividends
You mastered the very essense of surviving and thriving under any condition. You experiencing a freedom very few have experienced! You learn how to use the spell Haste. Once per Long Rest you can cast Haste on yourself without expending a spell slot. When you cast the spell this way, it does not require concentration and you do not get affected by the negative effects from the spell. However it lasts only for 3 turns and it ends on the end of your 3rd turn. You may use this feature again by spending a level 5 spell slot (no action required).
Negative effects
...When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Previous Versions
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