Ranger
Base Class: Ranger

There is a sense of wonder and reverence when it comes to traversing the world. Be it by land or by sea, or even beneath the dirt we step upon, an Explorer speaks with the breeze.

Explorer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Explorer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Explorer Spells

Ranger Level Spells
3rd Earth Tremor
5th Blur, Rope Trick
9th Erupting Earth
13th Freedom of Movement, Secret Chest
17th Passwall, Transmute Rock

 

Wild Heart

At 3rd level, you know your way around your terrain.

You gain a walking, climbing, and swimming speed of 40 ft., and a burrowing speed of 5 ft.

You also gain proficiency with the Survival skill, as well as proficiency with Cartographer's tools.

Tactical Placement

At 3rd level, you know how to gauge distance on the battlefield by planning your next shot.

When you hit a creature that is more than 60 ft. away from you with a ranged weapon attack, you deal an extra 1d8 piercing damage for the attack's damage roll. If you are more than 100 ft. away from the target, this extra damage is instead doubled. A target can only take this extra damage once per turn.

When you reach 11th level, the extra damage from this feature becomes an extra 1d10 piercing damage.

Catching Prey

At 7th level, you learn how to set a trap for your prey as you traverse the battlefield.

As a bonus action, you can choose a 5 ft. square of land that you have occupied during your turn, and set a trap there - the location you choose must be unoccupied by the end of your movement. The trap you create is invisible to the naked eye, but a creature can see it by making a Wisdom (Perception) check contested by your Wisdom (Survival) check. On a success, the creature sees this trap.

A creature that moves onto the space occupied by your trap takes 2d6 piercing damage, and their speed is reduced to 0 until the creature uses its action to remove itself from the trap. You can set a trap in this way a number of times equal to your Wisdom modifier (minimum once), and you regain any expended uses when you finish a long rest.

Rushing Resources

At 11th level, your steps through nature have gotten more and more nimble. You are not affected by difficult terrain made by non-magical materials, not just plants.

Moreover, your ability to gather materials within your terrain is astounding - as a reaction when you finish your movement, you can cast the Goodberry spell without requiring material components or expending a spell slot. The berries created in this way can be eaten as a bonus action.

You can cast this spell in this way a number of times equal to your Wisdom modifier (minimum once), and regain any expended uses when you finish a long rest.

Arcane Excavator

At 15th level, nothing stands between you and your destination.

You gain a burrow speed of 20 ft., and can move through solid rock at half speed. When you burrow through solid rock, you leave a 10 ft. diameter hole in your wake.

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