Ranger
Base Class: Ranger

The Guide archetype embodies the potential of a person’s greater understanding of the land. Leading the path to balance, the Guide brings out the true power of the environment. May the watchful eye of the Guide lead your party well.

Guiding Step

Your understanding of untouched terrains allows you to quickly carve a path through it for yourself and others.

At 3rd level, you can analyze your environment as an action, granting you the ability to move stealthily for 10 minutes equal at a normal pace. You and your allies can travel at a normal pace stealthily when moving through areas you moved through and are not affected by difficult terrain.

In addition, while using this feature, you gain the benefits of favored terrain.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). Uses of this feature are not expended while traveling in your favored terrain. You regain any expended uses when you finish a long rest.

Nature's Weapon

You have gained the ability to channel the power nature into your strikes.

At 3rd level, you have learned to infuse nature's power into your weapon strikes. While in one of your Favored Terrains, when you hit a creature with a weapon attack you deal an additional 1d4 worth of damage of a certain type based on the terrain. You can deal this damage to a creature once per turn.


Terrain Damage types:

  • Arctic- Cold damage
  • Coast- Lightning damage
  • Desert- Fire damage
  • Forest- Poison damage
  • Grassland- Fire damage
  • Mountain- Thunder damage
  • Swamp- Acid damage
  • Underdark- Poison damage

The extra damage increases to 1d6 when you reach 11th level in this class.

One with the Land

You have given into the land in the past. You have taken hold of it too. Now you have learned to synthesize these two ideas becoming one with it to achieve both your goals.

Beginning at 7th level, you can use a bonus action, to increase your movement speed by 10 for that turn, and change the ground which you move across on that turn. Only one alteration can be applied on your turn. The changes to the ground lasts for 1 minute. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use it again.

Possible Alterations:

  • Obscuring Foliage: The ground sprouts tall grass which lightly obscures vision for those outside it, and granting +1 AC against ranged attacks while in this alteration.
  • Changing Lands: The ground changes into a favored terrain of your choice.
  • Blazed Trail: The ground becomes incredibly easy to traverse for your allies. All attacks of opportunity made against them have disadvantage while on this alteration.
  • Return to Nature: The ground becomes difficult terrain.

Silent Awareness

You have become accustomed to quietly observing your surroundings, and what is natural in them.

Starting at 11th level, you have advantage on all Perception and Nature checks on creatures and hidden objects while hidden.

In addition, you learn the Detect Magic and Find Traps spells. You may spend one minute concentrating on your surroundings to cast Detect Magic or Find Traps, without expending a spell slot or material components. The range on the spell is increased to 1 mile while in your favored terrain.

Once you use this trait, you can't use it again until you finish a short or long rest.

No Unknown Frontier

You now have gained complete understanding of the environments which you've roamed allowing you to make the most of your surroundings. 

Starting at 15th level, when you use the One with the Land feature you to create two alterations instead of one.

In addition, while in your favored terrain your base movement is increased by 5. On your movement, you can reduce your movement by half to lay a number small traps in a 5 foot cube equal to half of your proficiency bonus in any space you moved through on that movement. A creature that moves into trapped space must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a failed save, a creature takes 1d6 damage of the type associated with the terrain and its movement is reduced to 0. On a successful save, the creature takes half as much damage and its movement is not reduced. Creatures that are Huge or larger are not effected by the reduced movement effects of the traps.

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