Base Class: Ranger
Such wayfarers are masters of helping their charges navigate dangerous passages and interactions with wild cultures. Wayfarers are diplomats with a finely honed sense of survival. The best of them learn to share all of these talents with their fellow travelers.
Spell List
Spell List
Level 3: Polygot
You gain proficiency in a language of your choice. When speaking to someone whose language you do not speak, you gain advantage on Wisdom (Insight) checks to discern their general meaning. At 7th, 11th, and 15th level you gain proficiency in another language.
Level 3: Aid Others
Upon gaining 3rd level, you can help others navigate dangerous terrain. Allies within 30 feet that can see or hear you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to move through terrain. Your allies also gain advantage on the first Charisma (Persuasion) check made when interacting with any humanoid creature that speaks a language you understand.
Level 7: Danger!
By 7th level you have developed a supernatural instinct for survival. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells, and immunity to being surprised. To gain these benefits, you can’t be blinded, deafened, or incapacitated.
Level 11: Distraction!
Starting at 11th level, you master protecting your charges and dishing out harm to those who threaten them. When a creature within 5 feet of you makes an attack against an ally, you can use your reaction to make a melee weapon attack against the attacking creature. If your attack hits, it does normal damage and the creature’s attack against your ally is made with disadvantage.
Level 15: Watch Out!
When you reach 15th level, your sense for survival and desire to protect your allies has heightened even further. Allies within 10 feet of you also gain the benefits of your Danger! perk.