Base Class: Fighter
Wilders are trained hunters, woodsmen, or natives to the wilderness who use their skills to lead others in similar pursuits. Nobles and other wealthy folk often employ Wilders to ensure successful hunts, or to make themselves look more impressive. These trained masters of the land are as accomplished in tracking as they are in taking down their quarries.
Lessons from the Wild
When you choose this archetype at 3rd level, you sharpen your skills related to surviving in the wild. You gain proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Wilder's Eye
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you or others inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of your Wilder's Eye. You gain an intuative sense for how it moves, and can figure out best to hurt it. Whenever you make an attack against this creature, you can add your Wisdom modifier (minimum 1) to either the attack or damage roll. This choice must be declared before the attack roll.
Alternatively as an action you can touch a willing creature to magically imbue them with your current insight instead, giving them a reduced benefit from this feature. They gain a bonus to all their attack roles equal to your Wisdom modifie, but no bonus to their damage rolls. The affected allies must be able to see or hear you to understand the direction you are giving to make sense of their temporary glimpse into your thoughts. Regardless of who is benefiting from it, this ability lasts for 1 minute or until you drop to 0 hit points. However, you can only have one use of Wilder's Eye active at a time. Reactivating this ability immediately dismisses any active uses of it.
You have start with a number of uses equal to 1 + your Wisdom modifier (minimum 2 total) of this ability, and you regain all expended uses of it when you finish a long rest. At 15th level, you gain both the attack and damage bonus without having to choose, and can keep Wilder's Eye active on you and one other creature simultaneously.
Blessings of the Land
At 7th level, your time in the wild as imbued you some basic natural magics. You can cast the spells Hunter's Mark, Darkvision, and Pass Without a Trace. You cast them as 2nd level spells, ignore any spell casting components, and Wisdom is your spellcasting ability. You can cast these spells a number of times equal to your Wisdom modifier, and they reset on a long rest.
Natural Camouflage
At 10th level, you have become adept at hiding from your foes, waiting to strike. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. If you have this ability already (such as from Wood Elves' Mask of the Wild racial ability), you make such stealth checks at advantage.
Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved Wilder's Eye
At 15th level, your ability at guiding you and your allies' strikes to wound your enemies reaches its peak. You can have Wilder's Eye active on you and another willing creature simultaneously.
Additionally, you now gain your Wisdom modifier as a bonus to both attack and damage rolls, without having to choose. Other creatures still only receive the bonus to attack rolls.
Master of the Wilds
At 18th level, you become a master of fighting the forces of the wild. Once you are hit with an attack by a creature, your gain brief insight into how it will move, and all subsequent attacks from that creature during the current round are at disadvantage against you.
Additionally, you have grown experienced in maintaining your calm when fighting creatures much larger than you. You have advantage on saving throws against creatures larger than you, including forced concentration checks from damage, and are immune to the frightened condition.
Previous Versions
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10/30/2019 4:13:29 AM
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10/30/2019 4:34:37 AM
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