Base Class: Ranger
Raised amidst the rolling hills of the Dalelands and hardened along the bustling, dangerous trade routes of Cormyr, you are a Dalesman Scout—a ranger who embodies both the pastoral peace of the frontier and the sharp steel required to defend it. Whether you swore your oaths beneath the shadow of ancient standing stones, learned woodcraft guarding wagon trains against Stonelands bandits, or carry the resilient spirit of the independent dales, your vigilance keeps the heartlands safe. As you walk the winding roads and wild ridges, your steady presence brings comfort to weary travelers and swift, unyielding justice to highwaymen and monsters, for deep is the Dalesman's resolve and fierce is their defense of home.
Dalesman Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Dalesman Spells Table
| Ranger Level | Spell |
|---|---|
| 3rd | longstrider |
| 5th | locate animals or plants |
| 9th | nondetection |
| 13th | freedom of movement |
| 17th | commune with nature |
Caravan Watch
At 3rd level, your deep familiarity with the frontier keeps you a step ahead of ambushes.
While you are traveling or fighting within the Dalelands or along the recognized trade routes of Cormyr (such as the East Way or Calantar's Way), you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.
Highwayman's Bane
At 3rd level, you specialize in hunting down the cutthroats, brigands, and raiders who prey on the trade roads.
Once per turn, when you hit a Humanoid or Giant with a weapon attack, you can deal an extra 1d8 damage of the weapon's damage type. The extra damage increases to 2d8 at 11th level.
Sentinel of the Ridges
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Borderland Vanguard
At 11th level, your swift reactions allow you to interpose yourself to protect others on the trail. When a creature you can see hits an ally within 30 feet of you with an attack, you can use your reaction to move up to your speed toward the attacker and make one weapon attack against them, provided you end your movement within range. If your attack hits, the target's next attack roll against your ally is made with disadvantage, and the damage of the incoming attack is reduced by an amount equal to your Wisdom modifier + your proficiency bonus. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest..
Eye of the Hawk
At 15th level, your vigilance becomes nearly supernatural. You cannot be surprised while you are conscious. Additionally, when you make a weapon attack against a creature, you can choose to ignore any cover bonuses (half or three-quarters cover) the target has, and your attack rolls can score a critical hit on a roll of 19 or 20 against enemies that are trying to ambush or hide from you.
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