Ranger
Base Class: Ranger

Journeymen are the voyagers, wanderers, and guides of the world, leading others to safety and always prepared to take the path less travelled by.

Journeyman Magic

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

Journeyman Spells
Ranger Level Spell
3rd alarm
5th calm emotions
9th tiny hut
13th faithful hound
17th passwall

Journeyman's skillset

Starting at 3rd level, you gain proficiency in land and water vehicles, as well as navigator's tools. Additionally, after a short or long rest, you gain advantage on Nature and Survival checks as long as you remain in the environment you rested in. For example, if you last rested in a forest, you would lose these advantages if you stepped into a plain.

Guide

Starting at 3rd level, when you attempt an Athletics, Acrobatics, Stealth, or Survival check, you can choose to allow any number of your allies within 60 feet of you to choose to take the result of your check, instead of their own.

Additionally, you can use the help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Sure Feet

At 7th level, your walking speed increases by 10 feet. You gain a climbing speed equal to your walking speed. Additionally, you have advantage on saving throws versus the prone condition.

But You Have Heard of Me

Also starting at 7th level, before speaking to someone for the first time (including during combat), you can declare that they have heard of you and your accomplishments. The target must share at least one language in common with you. This does not necessarily mean they like you (in fact, they may now hate you as a result), but they have heard of you. When interacting with someone that has heard of you in this way, you can add twice your Wisdom modifier to all Charisma ability checks made to interact with them. You can declare this once, and regain the ability to do so upon completing a long rest.

Tactical Daring

Starting at 11th level, when you use Guide to help an ally make an attack against a creature, all allies within 30 feet of that creature can use their reaction to move up to half their speed without provoking opportunity attacks. Additionally, any creature that moves in this way gains temporary hit points equal to your Ranger level plus your Wisdom modifier.

Life of Travel

At 15th level, you can cast the teleport spell, targeting yourself and up to eight willing creatures you can see within range, to a destination that you have personally visited, guaranteed to be on-target. You can cast the spell with this trait once, regaining the ability to cast the spell with this trait after a long rest.

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