Base Class: Ranger
Warriors of the wilderness, nature dwellers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. These rangers focus their combat training on techniques that take advantage of natural elements, environment and weather.
Nature dweller features
You take advantage of your surroundings and environment
Keen senses
- You can hear sound as quiet as a whisper up to 60ft away or up to 30ft away if it is through a solid wall no thicker than 5ft.
- You can track the scent of a creature familiar to you if the creature left their scent up to 24 hours ago. You can do so even if the creature is protected by divination magic.
- You can make an opportunity attack against creatures marked by your favored foe feature or by your hunters mark spell if that creature moves while it is within 15ft of you.
Superb adaptability
You gain the following effects based on your environment and current weather that stack up if there are more than one of these elements active at the same time such as wind, rain and dark. The effects also apply if the elements are magically created.
Rain - You gain resistance to fire damage and have advantage on dexterity saving throws.
Fog - Your movement does not provoke opportunity attacks and you have advantage on stealth checks.
Wind - You have advantage on initiative rolls and acrobatics checks and gain extra 20ft of flying speed if you have flying speed.
Snow - You take half the damage from falling, you gain resistance to cold damage from weather and have advantage on survival checks.
No weather - You have advantage on death saving throws and perception checks based on smell.
Daylight - You have advantage on perception checks based on sight. You do not gain this advantage if you are indoors.
Dark - You have advantage on perception checks based on hearing.
Terrain expert
You gain the following benefits when you are in a certain type of a terrain, the effects stack up if more types of terrains are present, such as a city in the dessert or an arctic mountain. External terrain effects do not apply if you are inside the building but when you are indoors you gain +1 bonus to your AC and your walking speed is increased by 10ft.
Forest - You can use hide action as a bonus action or if you can already use hide action as a bonus action you can use hide action as part of your movement.
Dessert - You can use Disengage action as a bonus action or if you can already use Disengage action as a bonus action then your movement does not provoke opportunity attacks.
Grassland - You have advantage on all perception checks and when you cast a spell on a creature that requires that creature to make a dexterity saving throw that creature has disadvantage on that saving throw.
Swamp - Difficult terrain does not cost you extra movement or if it already does not cost you extra movement you have advantage on attack rolls against creatures that are in a difficult terrain and on a hit you deal additional 1d6 points of damage to them.
Coast - You gain advantage on attack rolls against creatures with swimming speed and on a hit you deal additional 1d6 points of damage to them.
Arctic - You gain advantage on attack rolls against creatures that are at least one size larger then you and on a hit you deal additional 1d6 points of damage to them.
Mountain - You have advantage on attack rolls against creatures that are least 20ft below or above the point that you are standing on and on a hit you deal additional 1d6 points of damage to them.
Underground - You have echolocation of 200ft that you can use to mentally map out your surroundings, you do not detect objects or creatures, only wall layout also you have advantage on attack rolls against creatures with burrowing speed and on a hit you deal additional 1d6 points of damage to them.
City - When you make an opportunity attack you make two attacks.
Open water - You gain swimming speed of 30ft or if you already have swimming speed your swimming speed is increased by 20ft and fighting underwater does not impose disadvantage on your attack roles.
Underdark - When you take a half cover or three-quarters cover the AC bonus provided by half cover or three-quarters cover is doubled.
Feral tactics
You can add your proficiency bonus to attack rolls and damage rolls you make with improvised weapons also on your turn you can give up on your chance to use your reaction and trade it for one additional bonus action. You can do so a number of times equal to your proficiency bonus. You cannot use this feature if you have already used your reaction this turn.
Unsurpassed recovery
Time that it takes for you to take a short or long rest is halved. Additionally when you finish a short rest you can recover one use of your feral tactics and one spell slot of the level no larger then half your proficiency bonus rounded down and you can do so a number of times equal to half your proficiency bonus rounded down.
Wild spirit
You can concentrate on 2 spells at the same time under the condition that one of these spells is Hunters mark or that its casting time is one action and the casting time of the second spell is one bonus action. You cannot cast both of these spells on the same turn.
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