Base Class: Ranger
The Omniscient are beings that have have communed with magic and nature. They spend hours and hours simply sitting and watching their surroundings. Thru these practices they have developed a keen sense of awareness and always know what is going on. Traveling often omniscients are familiar with the whole world. The magic they use is usually focused on affecting the surrounding environment. They are not heavily involved with magic but they understand the basic nature of it enough to use it. Years studying their environment results in an uncanny understanding of their surroundings.
This is fully in playtesting right now. This is not anywhere near done.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded , deafened , or incapacitated.
Jack of All Trades
Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball 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.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Hide in Plain Sight
Starting at 11th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Find Anything
At level 11 you get a +5 to any rolls you make in searching for a creature or item.
Tongue of Sun and Moon
Starting at 11th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Blindsense
Starting at 11th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 60 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Sensory Overload
At 15th level you become keen to all senses. You have truesight up to 60 feet. Your passive perception goes up to a max 20 and you gain +5 to wisdom.