Ranger
Base Class: Ranger

A frontier ranger lives at the boundary between civilization and the untamed wilds. Mapping rivers, surveying mountain ranges, scouting animal migrations, fording paths...a frontiersman could spend weeks, or even months, alone in the wilderness. Or they could live in a settlement, acting as sheriff, tracker, escort, or guide.

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.

Frontiersman Magic

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

Frontiersman  Spells

Expeditionary Leader

At 3rd level your role in pushing the edges has become even more specialized. Choose a role from the following list. While you are in one of your favored terrains, you gain the role's effects.  Choose another role at levels 7, 11, and 15.

Escort

You gain +1 to your AC.

When in your Favored Terrain whenever a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Farstrider

You gain proficiency in Constitution saving throws.

You lose one level of Exhaustion at the end of a short rest instead of a long rest when you are in your Favored Terrain

You have advantage on Acrobatics, Athletics, and Stealth checks related to your favored terrain.

First contact emmisarry

You can add half your proficiency bonus, rounded down, to any Deception, Insight, Intimidation and Persuasion check you make which you are not proficient in.

When you make a Charisma check when dealing with foreign peoples or races in your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

Any native races or peoples in your favored terrain are less likely to be openly hostile upon your first encounter.

Frontier Doctor

You gain proficiency in Medicine and Herbalism Kit.

When you use a Healer's Kit to stabilize a dying creature, that creature also gains 1 hit point. As an action, you can spend one use of a Healer's Kit to tend to a creature and restore 1d6 + your wisdom modifier hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feature again until it finishes a short or long rest.

You know Cure Wounds, Lesser Restoration, and Protection from Poison. This does not count against the number of spells known, and can be cast once per long rest without expending a spell slot so long as you are in your favored terrain.

Naturalist

You know Identify. You have proficiency in one of the following skills: Animal Handling, Nature, or Survival.

You gain advantage on Animal Handling, Arcana,  History, and Nature checks related to your favored terrain.

Poacher

Choose a type of favored enemy:  beasts, dragons, elementals, fey, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. This creature type must be native to your favored terrain.

You have advantage on Survival and Animal Handling checks related to your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

When in your favored terrain, your weapon attacks deal an additional 1d4 against your favored enemy type.

Scout

Your speed increases by 10 feet.

You always know the number of hours left before the next sunrise or sunset. You always know which way is north.

You have advantage on Initiative, and members of your party have advantage on Initiative in your favored terrain.

You can't be Surprised while conscious in your favored terrain.

Difficult terrain doesn't slow your group’s travel or cost your party extra movement in combat in your favored terrain.

Tracker

You know Locate Animals or Plants Locate Creature and Locate Object.

You gain advantage in Investigation, Perception and Survival check related to your favored terrain.

Warden

You gain the Magic Initiate (Druid) Feat

In your favored terrain, If you are concentrating on a spell or spell-like effect you may cast another concentration spell as a bonus action without breaking the effects of the first spell a number of times per day equal to your proficiency modifier. You must make separate Constitution saving throws  to maintain concentration for each spell.

Acclimated to the Wilds

At 7th level, you have settled into your surroundings. You are immune to non-magical diseases, venoms and poisons native to your favored terrain. You are no longer affected by the Poisoned effect and resistant to poison damage

Expertise

At 11th level, your experience in the wilderness is exemplary.  You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Pioneer Warrior

At level 15 you gain advantage on all saving roles in your favored terrain. When you are subjected to an effect that allows you to make a 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 if you are in your favored terrain. Your weapon attacks score a critical hit on a 19 or 10 when you are in your favored terrain.

You can attack three times, rather than twice, when you take the Attack on your turn.

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