Base Class: Ranger
A creature that lives in the frontier. Living off the land through hunting and trapping, a Frontiersman hardly has a reason to go into civilization. The Frontiersman knows how to create his own arrows and eventually will be able to create his own home in the wilderness as well as creating his own weapons.
Trap Amateur
Beginning at Level 3, the frontiersman roughly knows how to make simple traps. The frontiersman can make a DC 10 INT check to attempt to make a simple snare trap. On a success, the frontiersman manages to create a simple snare trap. On a failure, the frontiersman still manages to make the snare...but it doesn't work.
If a creature is caught in the snare it becomes prone until it's cut free and takes 1d6 damage.
Natural Stealth
Beginning at Level 3, the frontiersman has learned how to hide in plain sight from his time spent in nature. While in nature, either forest or desert, the frontiersman gains advantage on stealth checks. They use the natural environment around them to hide themselves.
Poison Brewer
Starting at Level 7, the frontiersman has learned how to craft possibly deadly toxins. If the frontiersman has random berries or different samples of blood, then they can make a DC 15 INT check to attempt to make a poison. On a success, the frontiersman must roll 1d20 to determine what poison they've created. On a failure, the frontiersman failed to create the poison.
IF THE PLAYER IS TRYING TO MAKE A SPECIFIC POISON THEY ROLL THEIR INT CHECK WITH DISADVANTAGE AND THE DM DETERMINES IF THEY ROLLED HIGH ENOUGH
Animal Friendship
Beginning at Level 3, the frontiersman knows how to approach most animals without frightening them or making them hostile. The frontiersman gains advantage on animal handling checks against all non-hostile animals. The frontiersman also gains proficiency on animal handling if they have not already taken that proficiency. If so, they gain expertise in it.
Gall of Steel
Starting at Level 7, the frontiersman has dealt with animals as well as other creatures trying to intimidate them so often that he's become a tough nut to crack. The frontiersman gains advantage against being frightened.
Traps Expert
Once at Level 15, the frontiersman has learned how to craft more advanced traps. The frontiersman can make a DC 15 INT check to attempt to make a spike trap using one of your daggers (or any smaller sharp object nearby). On a success, the frontiersman successfully creates the trap. On a failure, the trap is still created....but it doesn't work.
When a creature sets off the trap they get knocked prone and they take the dagger's damage + 2d6. If the frontiersman didn't use a dagger they take 4d6 damage.
Arrow Storm
At Level 11, The frontiersman has learned how to use their longbow so well that they can use it so quick it doesn't even seem like their nocking an arrow. The frontiersman can use its action to make a ranged attack against any number of creatures within 10 feet of a point it can see within its weapon’s range. The frontiersman must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Healing Brew
Starting at Level 15, the frontiersman has been through enough and has taken enough healing potions that they're fairly confident that they could make their own healing potion. As long as the frontiersman has random berries on them, they can attempt to make DC 17 INT check to create a healing potion. On a success, the frontiersman rolls 1d4 to determine what kind of potion they make. On a failure, the frontiersman accidentally makes a poison. DM rolls 1d4 to determine how dangerous the poison is that got created.
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