Base Class: Ranger
Wildfoot Nomads travel from one remote place to another and are unparalleled experts of surviving off the land. Always on the road between two places, Wildfoot Nomads have learned to tap in to the magical nature of their surroundings in order to survive a vagabond life.
Nature Adept
At 3rd level you gain expertise in survival and nature.
You gain a climbing and swimming speed equal to your walking speed.
You gain Natural Explorer and Favored Enemy for all terrain/enemies. You also learn three new languages of your choice.
Gaia's Elixir
At 3rd level, each dawn, nature's bounty provides you with a number of tiny Goodmelons equal to your Ranger level. A Goodmelon is a sphere, 1 inch wide. A creature can use its bonus action to eat up to 2 melons. Eating a melon restores 2D10 + your spellcasting ability modifier, and the melon provides enough nourishment to sustain a creature for one day.
The melons lose their potency if they have not been consumed within 24 hours of their creation.
Wild Hunter
At 7th level you excel at tracking and battling in the wilderness.
When you are in the wilderness (not in cities, towns, buildings or dungeons) you can dash, disengage or hide as a bonus action.
You also have advantage on perception and investigation checks in the wilderness (not in cities, towns, buildings or dungeons.)
Evasion
Beginning at 7th 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.
Reliable in the Wilderness
Gaia's Refuge
At 11th level you are able to cast Tiny Hut once per long rest without using a spell slot.
Nature's Warrior
At 15th level you gain an additional fighting style from the fighter fighting style list. To do this add the Fighting Initiate feat and choose any option.
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