Base Class: Rogue
You're miles away from any civilization, but you couldn't feel more at home. You're more than capable of handling yourself in the wilderness surrounding you, and you've come to realize that there are lessons to be learned from the dangerous beasts lurking within it. You don't need magic to be at one with nature; the practical skills you've acquired and honed to perfection from surviving in its most untamed environments allow you to move through the natural world unseen and unhindered - until it's time to strike.
Adventurist
Your familiarity with rugged terrains allows you to overcome natural obstacles with relative ease. You have a swimming speed and a climbing speed equal to your base walking speed.
Self-Reliant
You've learned how to adapt to your surroundings to survive far away from civilization and what to do when things go wrong. You gain proficiency in the Medicine and Survival skills if you don’t already have it.
Trapper's Snare
You've learned how to use your surroundings to hide traps that you've set for your prey. If you spend 1 minute in uninterrupted preparation, you can use your thieves' tools to trap a circular area with a 5-foot radius on a flat surface within your reach. When you finish setting the trap, any evidence of it is disguised by the environment around it. The trap is nearly invisible and requires a successful Intelligence (Nature) check against your Trap save DC (DC 8 + your Dexterity modifier + your proficiency bonus) to be found. The trap triggers when a Small creature or larger moves into the trapped area. The triggering creature must succeed on a Dexterity saving throw against your Trap save DC or fall prone and become restrained. The restrained creature can make a Dexterity saving throw with disadvantage against your Trap save DC at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Investigation) check against your Trap save DC. On a success, the restrained effect also ends. Once you use this feature, you can’t do so again until you finish a short or long rest.
Fight or Flight
When cornered, you fight with the primal ferocity you've observed so closely. You gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll or an ally within 5 feet of your target if you have not used any of your movement speed during your turn and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. If you use your Sneak Attack in this way, your movement speed is reduced to 0 for the rest of your turn.
Master of Camouflage
You've learned to camouflage your presence and move within the shadows of the natural world around you. If you spend 10 minutes in uninterrupted preparation, you and each creature you choose within 30 feet of you gain a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus (including you) leaves behind no tracks or other traces of its passage. This effect lasts up to 1 hour, or until any affected creature takes damage, moves farther than 30 feet away from you, or chooses to end the effect. Once you use this feature, you can’t do so again until you finish a short or long rest.
Bushwhack
You can strike from concealment with deadly precision. Any successful weapon attack you make against a surprised creature is treated as a critical hit.
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