weaseldust
2015-10-04, 11:42 AM
I didn’t write this out as a reaction to the new UA Ranger and doesn’t resemble it or the PHB version much at all. A couple of the high level abilities of my version of the Scout do resemble some from the UA Ranger, which I suppose is a case of convergent evolution.
My Ranger does not by default have resources to manage (what kind of a Ranger ever complains about needing a rest?) and its abilities can be fluffed as magical or non-magical. There are quite a few lists of options to pore through, which I’m conflicted about. On the one hand, I prefer classes to be simple and elegant, but on the other hand there are so many ideas that need mechanical representation.
Comment and criticism is always welcome.
What is a Ranger?
A Ranger is tasked to watch over and protect a large region. They have to be able to survive alone in remote and dangerous places, and also to provide for others who are less capable. They have to be able to cross large distances swiftly and safely. They have to be able to detect dangers that are not apparent to others. They have to be attuned to the natural world, either to protect nature against civilisation or to protect civilisation against nature.
Example Ranger
Amelia Sedgebrim is from a Halfling community on the edge of a vast swamp. The region has been plagued for centuries by occasional giant rat plagues, leading the sheriff to institute a permanent bounty of 1 gold piece for a dozen giant rat tails. Amelia’s family have lived as rat-catchers for over 150 years, operating out of small reed boats, and she has learned all of the tricks of the trade.
Amelia is a level 3 Beastmaster with the Commoner background, cooperating with her giant swamp adder (cobra) Alastair to catch rats, and also to fish for sustenance. Alastair has the Skilfulness talent, giving him proficiency in Stealth, as befits an ambush predator. Amelia has the Archery fighting style, and has taken the Camouflage and Hunter’s Hide resourcefulness options, since her preferred tactic is to hide in a structure of reeds until prey come near, then skewer them with arrows. She tends to express her resourcefulness by making objects out of reed and willow, but remains ever adaptable. She has the Darkvision keen sense to allow her to hunt in the dark. She can move across swampy ground, the tangled branches of half-sunken trees, and thickets of reeds with ease, so no natural terrain can delay her.
Looking forward to level 11, Amelia has long since left her swamp, working first as an apprentice and then a full exterminator in the Worshipful Company of Exterminators, a glorified band of adventurers who have a royal mandate to eliminate monstrous vermin across the kingdom. Training and experience have enhanced her existing abilities considerably. Alastair now shares her darkvision, and she has an unnaturally sharpened sense of smell (Bloodhound). She can climb and swim with remarkable ease (All-Terrain Expert). She can craft snares, lures, and natural curatives to catch and protect against vermin, and can demolish walls to get at their nests. She is resistant to poisons of all kinds. She has learned to draw the most relevant lessons from her experience hunting many kinds of creature, so she can rely on it when she faces them again (Familiar Enemies).
The Ranger:
Level
Features
Resourcefulness Options
1
Survivalist, Archetype
-
2
Fighting Style, Resourcefulness
1
3
Keen Senses, Land's Stride
2
4
ASI
2
5
Extra Attack
3
6
Archetype
3
7
Natural Toughness
4
8
ASI
4
9
Keen Senses, Swift Movement
5
10
Bonus ASI
5
Level
Features
Resourcefulness Options
11
Archetype, Familiar Enemies
6
12
ASI
6
13
Keen Senses, Swift Movement
7
14
Archetype
7
15
Natural Resilience
8
16
ASI
8
17
Archetype
9
18
Remorseless Hound
9
19
ASI
10
20
Supreme Resourcefulness
10
General Information
Hit Dice: d10
Saves: Strength and Dexterity
Skills: 2 from Acrobatics, Animal Handling, Athletics, Medicine, Perception, Stealth
Proficiencies: All non-heavy weapons, longbows, light and medium armour, shields, one tool or vehicle
Starting equipment: A longbow, longsword, or shortsword; a shield or a shortsword; two daggers; leather armour or scale mail; an explorer’s or dungeoneer’s pack (if starting with coin, the amount is 4d4x10 GP).
Features
Survivalist (level 1)
You are an expert at surviving in the wild. You are proficient in the Survival skill and may add twice your proficiency bonus to Survival checks.
You are also adept in moving swiftly cross-country. You can use Stealth while travelling at a normal pace and suffer no penalty to your Perception for travelling fast. When alone and on foot, the distance you can cover per hour at a normal or fast pace is increased by 50%.
Archetype (level 1)
Choose either the Hunter or Beastmaster archetype. You advance in your archetype at levels 6, 11, 14, and 17.
There is an alternative third archetype, the Guardian, detailed underneath this document.
You may gain some abilities from the Ranger class or your archetype that require a creature to make a save against you. The DC for such a save is 8 plus your proficiency bonus plus your wisdom modifier.
Fighting Style (level 2)
Choose one of the following fighting styles: Archery, Defence, Protection, or Two-Weapon Fighting.
Resourcefulness (level 2)
You are skilled at making the most of your resources while in the wild, the better to provide for yourself and your companions. Over the course of 1 hour, in natural terrain, you may find materials for and create any piece of inorganic, non-magical gear costing no more than 5GP, though its construction may be somewhat unorthodox and fragile. Anyone other than you has disadvantage on checks to use the items you create. Further, it decays into an unusable state after 1 day. Such items do not have a stable market price, being of variable quality and appearance (others may not even be able to identify what they are or how they work), but they might be bartered for.
Besides this ability, you can learn to achieve options from the Resourcefulness list at the bottom of this document. You learn one at this level, and an additional one at every odd Ranger level, as shown in the Ranger table.
Keen Senses (level 3)
Choose one option from the Keen Senses list at the bottom of this document. You may choose a further option at level 9, and again at level 13.
Land’s Stride (level 3)
You are so practiced at overcoming natural obstacles you hardly notice them. You ignore the effects of natural difficult terrain.
Natural Toughness (level 7)
As an experienced Ranger, you have been bitten or stung by every poisonous creature under the sun. Perhaps your skin has thickened, or perhaps you have developed a tolerance to all kinds of venom, but either way you are resistant to poison damage and you have advantage on all saves against poisons.
Swift Movement (level 9)
You can cover vast and hazardous tracts of land both safely and with the urgency that adventuring often requires. You may choose one option from the Swift Movement list at the bottom of this document. You may choose a further option at level 13.
Familiar Enemies (level 11)
A Ranger’s greatest asset is their ability to learn from experience, and over the course of your training and adventures you develop both a deep intuitive understanding of certain creatures and a variety of tricks to deal with them.
At the end of a short or long rest, you may reflect on your knowledge of one species, race, organisation, or culture you are familiar with, gleaning lessons on their typical habits, strengths, and foibles. Your reflections pay off whenever you make an opposed check against one of your chosen enemy, such as to grapple, hide from, detect, or deceive them, or when you make a check to recall information about them. After you roll, but before you know the result, you may expend your reaction to make the check again. When you re-roll, you use your wisdom modifier in place of the usual ability modifier, though the check counts as a check against the original ability.
Choosing a new enemy to reflect on ends the effect with respect to the previous one.
At level 18, you further gain the ability to impart your reflections to your allies in a timely manner. After an ally within 60ft makes an opposed check against one of your chosen enemy, you may use your reaction to allow them to re-roll (and use your wisdom modifier if they choose). The ally must be able to hear you to benefit.
Natural Resilience (level 15)
Your survival in spite of the hardships you regularly expose yourself to has taught you to persevere when others fold. You have advantage on saves against exhaustion, such as from dehydration and forced marches. Exhaustion and the Poisoned and Frightened conditions do not give you disadvantage on ability checks that fall under skills on the Ranger list.
Remorseless Hound (level 18)
You have developed the ability to run your quarry into the ground with your ferocity and perseverance. When a creature knows you are hunting it, you seem to be forever breathing down its neck, and it exhausts itself straining to hear your footsteps behind it.
A creature familiar with you that knows you are pursuing it with hostile intent cannot benefit from short or long rests. If it is moving under its own power, every hour it travels counts as part of a forced march. The effect ends if the creature believes you can no longer find it or that you are no longer pursuing it.
Creatures immune to being frightened are not affected by this feature.
Supreme Resourcefulness (level 20)
Choose three of the ten options you have learned from the Resourcefulness list. If they are normally accomplished in 1 minute, you may now accomplish them in 1 action. If they are normally accomplished in 1 hour, you may now accomplish them in 10 minutes.
You might think that there isn’t much scope for damage-dealing here, but that comes from the archetypes. Even then, I’m aiming for damage levels roughly similar to a Thief – this class is primarily about being useful by providing for the party and looking out for danger rather than simply killing things, but it is fairly decent at that too. The Resourcefulness options are partly to make up for not having spells, but also just to give the feel of learning lots of little tricks through experience. When using Familiar Enemy, the player is encouraged to reference their background or some event from their past when they sit by the fire reminiscing about how best to kill gnolls, or whatever.
Resourcefulness Options
You may use any of these options so long as you are in natural terrain. Any constructions are not suitable for sale and decay after 1 day, just like those created with the Resourcefulness feature itself.
Dowsing
You dowse for water or any other natural, inorganic substance, gaining an idea of the direction of any deposit within 100ft and roughly how large it is.
Hunter’s Hide
Given camouflage or suitable materials, you disguise yourself, or another creature or object, as an inanimate object or surface. While unmoving, the disguised creature or object requires an Investigation check against the save DC for your Ranger abilities to identify as disguised.
Lure
You create an instrument that can be used as an action to replicate a type of harmless noise you are familiar with, such as the call of any animal, babbling water, hushed voices, or distant thunder.
Magic Detection
You create and use a test to discover whether a particular object or creature is being affected by a spell or curse and which school of magic the effect belongs to, if any.
Pit
You hide a pit up to 10ft wide. It requires a Perception check against the save DC for your Ranger abilities to discover. A creature that is Large or smaller that steps on the pit must succeed on a dexterity save or fall to the bottom. If it succeeds, it moves to an adjacent square instead.
Salts
You find means to create a strong smell or other powerful sensation to end one effect on a creature that holds it charmed, influences its thinking, or otherwise alters its mental state. A drunken creature is sobered up for 1 minute.
Snare
You create and/or hide a snare, which requires a Perception check against the save DC for your Ranger abilities to discover. A creature that is Large or smaller that steps on the snare must succeed on a dexterity save or have its movement reduced to 0. It may use its action to make a strength save to break the snare, but if it fails it takes damage equal to its strength score, to a minimum of 1. You may link the snare to another mechanism, like a trap, alarm, bucket of paint, etc.
Toxin Detection
You create and use a test to detect and identify any poisons or diseases, either in an affected creature or in a means of delivery, like food or a weapon.
Animal Affinity
You accustom any non-hostile animal or group of animals to your presence, so that they do not view you or you companions as hostile for as long as you do not attack them. In the case of social animals, you learn to understand and mimic (where physically possible) their non-verbal communications and you may establish yourself in any position of your choice in their hierarchy.
Camouflage
You find materials to camouflage up to 8 creatures. Each may apply or remove their camouflage over the course of a minute, but it decays after 1 day. A camouflaged creature counts as heavily obscured whenever it would normally be lightly obscured, as long as it is in the same kind of terrain you gathered the materials from.
Construction
You find materials for and create: a hut up to 30ft wide and tall, a bridge up to 60ft long, fences or barricades up to 500ft in total length, or a land or water vehicle up to 10ft long that carries up to two creatures or 400 pounds. Any construction has 15HP per 10ft-square section and decays after d6 days.
Cure
You find natural curatives to cure up to 8 creatures of a poison or disease you know the nature or source of.
Demolition
You safely fell a tree up to 30ft across, break a 10ft-radius hole in a wall up to 5ft thick, or excavate loose rock, snow, earth, etc. fitting in up to 10 5ft cubes.
Weapon Infusion
You find natural materials that are repellent to supernatural creatures and apply them to up to 3 weapons, making those weapons count as magical for 8 hours for the purposes of overcoming damage resistance and immunity. You may apply them to the natural weapons of a creature.
Keen Senses Options
Each option is available at the listed level and afterwards.
Adaptive Eyes (level 3)
You can see in dim light as if it were bright light and vice versa, and you have advantage on saves against being blinded by bright light.
Bloodhound (level 9)
You always know by smell if any natural creatures are within 30ft of your location or have been at any time in the last day, to the nearest hour. You do not learn their distance or direction and you can’t distinguish between living and dead creatures or between creatures present now and ones present within the last hour. You recognise a particular race or species if you have smelt it before. A scent can be masked by other, stronger smells.
Darkvision (level 3)
You gain darkvision with a range of 120ft.
Eidetic Image (level 3)
You may use a bonus action to form a perfect mental image of any scene you can see. At any subsequent time, you may instantaneously and infallibly examine the scene in your memory, answering any question you like about what was visible in your field of view. Your ability to recreate the scene in any artistic medium remains proportionate to your skill. You may store a number of images equal to your proficiency bonus, choosing one to forget whenever you wish to form another over this limit.
Gustator (level 3)
You may taste any part or natural product of a creature to determine its species, recent diet, and state of health. You may do the same for the body of a dead creature to discover, in broad terms (exsanguination, poisoning, suffocation, etc.), its cause of death.
Homing Pigeon (level 3)
You always know which way is North and the distance and direction of places within 100 miles that you have previously visited, so long as you haven’t teleported or left the plane since.
Parasense (level 9)
You gain blindsight with a range of 10ft, but you can only detect creatures. You can spot and interact with creatures within 10ft normally even when you cannot see them.
Rumble Detector (level 9)
You can detect burrowing creatures that are at least Small, and also the footsteps of any creature that is at least Large, within 100ft, as if you had tremorsense.
Uncanny Ear (level 3)
You speak all of the languages you know as if you were a native speaker, with the ability to flawlessly replicate any accent or manner of speech. You can learn a language in only 1+d3 weeks if they are largely spent studying with or observing native speakers.
Swift Movement Options
All-Terrain Expert
You have a climb speed and swim speed equal to your land speed.
Dogged Pursuer
You may choose for any circumstances that should halve or reduce your speed, except by setting it to 0, to merely reduce it by 10ft, and you only spend 10ft of movement to stand from prone.
Energetic Guide
While at the head of the marching order, you may allow up to 8 companions (and yourself) to move 50% further per hour over natural terrain, ignore natural difficult terrain, and benefit from short rests while travelling (but not doing anything else).
Slippery Assailant
You can freely move through other creatures’ spaces, but not stop in them, and they do not count as difficult terrain for you.
Sprung Step
Your land speed increases by 10ft, and the distance you can cover per hour when alone and on foot in natural terrain is doubled (rather than increased by 50%).
My Ranger does not by default have resources to manage (what kind of a Ranger ever complains about needing a rest?) and its abilities can be fluffed as magical or non-magical. There are quite a few lists of options to pore through, which I’m conflicted about. On the one hand, I prefer classes to be simple and elegant, but on the other hand there are so many ideas that need mechanical representation.
Comment and criticism is always welcome.
What is a Ranger?
A Ranger is tasked to watch over and protect a large region. They have to be able to survive alone in remote and dangerous places, and also to provide for others who are less capable. They have to be able to cross large distances swiftly and safely. They have to be able to detect dangers that are not apparent to others. They have to be attuned to the natural world, either to protect nature against civilisation or to protect civilisation against nature.
Example Ranger
Amelia Sedgebrim is from a Halfling community on the edge of a vast swamp. The region has been plagued for centuries by occasional giant rat plagues, leading the sheriff to institute a permanent bounty of 1 gold piece for a dozen giant rat tails. Amelia’s family have lived as rat-catchers for over 150 years, operating out of small reed boats, and she has learned all of the tricks of the trade.
Amelia is a level 3 Beastmaster with the Commoner background, cooperating with her giant swamp adder (cobra) Alastair to catch rats, and also to fish for sustenance. Alastair has the Skilfulness talent, giving him proficiency in Stealth, as befits an ambush predator. Amelia has the Archery fighting style, and has taken the Camouflage and Hunter’s Hide resourcefulness options, since her preferred tactic is to hide in a structure of reeds until prey come near, then skewer them with arrows. She tends to express her resourcefulness by making objects out of reed and willow, but remains ever adaptable. She has the Darkvision keen sense to allow her to hunt in the dark. She can move across swampy ground, the tangled branches of half-sunken trees, and thickets of reeds with ease, so no natural terrain can delay her.
Looking forward to level 11, Amelia has long since left her swamp, working first as an apprentice and then a full exterminator in the Worshipful Company of Exterminators, a glorified band of adventurers who have a royal mandate to eliminate monstrous vermin across the kingdom. Training and experience have enhanced her existing abilities considerably. Alastair now shares her darkvision, and she has an unnaturally sharpened sense of smell (Bloodhound). She can climb and swim with remarkable ease (All-Terrain Expert). She can craft snares, lures, and natural curatives to catch and protect against vermin, and can demolish walls to get at their nests. She is resistant to poisons of all kinds. She has learned to draw the most relevant lessons from her experience hunting many kinds of creature, so she can rely on it when she faces them again (Familiar Enemies).
The Ranger:
Level
Features
Resourcefulness Options
1
Survivalist, Archetype
-
2
Fighting Style, Resourcefulness
1
3
Keen Senses, Land's Stride
2
4
ASI
2
5
Extra Attack
3
6
Archetype
3
7
Natural Toughness
4
8
ASI
4
9
Keen Senses, Swift Movement
5
10
Bonus ASI
5
Level
Features
Resourcefulness Options
11
Archetype, Familiar Enemies
6
12
ASI
6
13
Keen Senses, Swift Movement
7
14
Archetype
7
15
Natural Resilience
8
16
ASI
8
17
Archetype
9
18
Remorseless Hound
9
19
ASI
10
20
Supreme Resourcefulness
10
General Information
Hit Dice: d10
Saves: Strength and Dexterity
Skills: 2 from Acrobatics, Animal Handling, Athletics, Medicine, Perception, Stealth
Proficiencies: All non-heavy weapons, longbows, light and medium armour, shields, one tool or vehicle
Starting equipment: A longbow, longsword, or shortsword; a shield or a shortsword; two daggers; leather armour or scale mail; an explorer’s or dungeoneer’s pack (if starting with coin, the amount is 4d4x10 GP).
Features
Survivalist (level 1)
You are an expert at surviving in the wild. You are proficient in the Survival skill and may add twice your proficiency bonus to Survival checks.
You are also adept in moving swiftly cross-country. You can use Stealth while travelling at a normal pace and suffer no penalty to your Perception for travelling fast. When alone and on foot, the distance you can cover per hour at a normal or fast pace is increased by 50%.
Archetype (level 1)
Choose either the Hunter or Beastmaster archetype. You advance in your archetype at levels 6, 11, 14, and 17.
There is an alternative third archetype, the Guardian, detailed underneath this document.
You may gain some abilities from the Ranger class or your archetype that require a creature to make a save against you. The DC for such a save is 8 plus your proficiency bonus plus your wisdom modifier.
Fighting Style (level 2)
Choose one of the following fighting styles: Archery, Defence, Protection, or Two-Weapon Fighting.
Resourcefulness (level 2)
You are skilled at making the most of your resources while in the wild, the better to provide for yourself and your companions. Over the course of 1 hour, in natural terrain, you may find materials for and create any piece of inorganic, non-magical gear costing no more than 5GP, though its construction may be somewhat unorthodox and fragile. Anyone other than you has disadvantage on checks to use the items you create. Further, it decays into an unusable state after 1 day. Such items do not have a stable market price, being of variable quality and appearance (others may not even be able to identify what they are or how they work), but they might be bartered for.
Besides this ability, you can learn to achieve options from the Resourcefulness list at the bottom of this document. You learn one at this level, and an additional one at every odd Ranger level, as shown in the Ranger table.
Keen Senses (level 3)
Choose one option from the Keen Senses list at the bottom of this document. You may choose a further option at level 9, and again at level 13.
Land’s Stride (level 3)
You are so practiced at overcoming natural obstacles you hardly notice them. You ignore the effects of natural difficult terrain.
Natural Toughness (level 7)
As an experienced Ranger, you have been bitten or stung by every poisonous creature under the sun. Perhaps your skin has thickened, or perhaps you have developed a tolerance to all kinds of venom, but either way you are resistant to poison damage and you have advantage on all saves against poisons.
Swift Movement (level 9)
You can cover vast and hazardous tracts of land both safely and with the urgency that adventuring often requires. You may choose one option from the Swift Movement list at the bottom of this document. You may choose a further option at level 13.
Familiar Enemies (level 11)
A Ranger’s greatest asset is their ability to learn from experience, and over the course of your training and adventures you develop both a deep intuitive understanding of certain creatures and a variety of tricks to deal with them.
At the end of a short or long rest, you may reflect on your knowledge of one species, race, organisation, or culture you are familiar with, gleaning lessons on their typical habits, strengths, and foibles. Your reflections pay off whenever you make an opposed check against one of your chosen enemy, such as to grapple, hide from, detect, or deceive them, or when you make a check to recall information about them. After you roll, but before you know the result, you may expend your reaction to make the check again. When you re-roll, you use your wisdom modifier in place of the usual ability modifier, though the check counts as a check against the original ability.
Choosing a new enemy to reflect on ends the effect with respect to the previous one.
At level 18, you further gain the ability to impart your reflections to your allies in a timely manner. After an ally within 60ft makes an opposed check against one of your chosen enemy, you may use your reaction to allow them to re-roll (and use your wisdom modifier if they choose). The ally must be able to hear you to benefit.
Natural Resilience (level 15)
Your survival in spite of the hardships you regularly expose yourself to has taught you to persevere when others fold. You have advantage on saves against exhaustion, such as from dehydration and forced marches. Exhaustion and the Poisoned and Frightened conditions do not give you disadvantage on ability checks that fall under skills on the Ranger list.
Remorseless Hound (level 18)
You have developed the ability to run your quarry into the ground with your ferocity and perseverance. When a creature knows you are hunting it, you seem to be forever breathing down its neck, and it exhausts itself straining to hear your footsteps behind it.
A creature familiar with you that knows you are pursuing it with hostile intent cannot benefit from short or long rests. If it is moving under its own power, every hour it travels counts as part of a forced march. The effect ends if the creature believes you can no longer find it or that you are no longer pursuing it.
Creatures immune to being frightened are not affected by this feature.
Supreme Resourcefulness (level 20)
Choose three of the ten options you have learned from the Resourcefulness list. If they are normally accomplished in 1 minute, you may now accomplish them in 1 action. If they are normally accomplished in 1 hour, you may now accomplish them in 10 minutes.
You might think that there isn’t much scope for damage-dealing here, but that comes from the archetypes. Even then, I’m aiming for damage levels roughly similar to a Thief – this class is primarily about being useful by providing for the party and looking out for danger rather than simply killing things, but it is fairly decent at that too. The Resourcefulness options are partly to make up for not having spells, but also just to give the feel of learning lots of little tricks through experience. When using Familiar Enemy, the player is encouraged to reference their background or some event from their past when they sit by the fire reminiscing about how best to kill gnolls, or whatever.
Resourcefulness Options
You may use any of these options so long as you are in natural terrain. Any constructions are not suitable for sale and decay after 1 day, just like those created with the Resourcefulness feature itself.
Dowsing
You dowse for water or any other natural, inorganic substance, gaining an idea of the direction of any deposit within 100ft and roughly how large it is.
Hunter’s Hide
Given camouflage or suitable materials, you disguise yourself, or another creature or object, as an inanimate object or surface. While unmoving, the disguised creature or object requires an Investigation check against the save DC for your Ranger abilities to identify as disguised.
Lure
You create an instrument that can be used as an action to replicate a type of harmless noise you are familiar with, such as the call of any animal, babbling water, hushed voices, or distant thunder.
Magic Detection
You create and use a test to discover whether a particular object or creature is being affected by a spell or curse and which school of magic the effect belongs to, if any.
Pit
You hide a pit up to 10ft wide. It requires a Perception check against the save DC for your Ranger abilities to discover. A creature that is Large or smaller that steps on the pit must succeed on a dexterity save or fall to the bottom. If it succeeds, it moves to an adjacent square instead.
Salts
You find means to create a strong smell or other powerful sensation to end one effect on a creature that holds it charmed, influences its thinking, or otherwise alters its mental state. A drunken creature is sobered up for 1 minute.
Snare
You create and/or hide a snare, which requires a Perception check against the save DC for your Ranger abilities to discover. A creature that is Large or smaller that steps on the snare must succeed on a dexterity save or have its movement reduced to 0. It may use its action to make a strength save to break the snare, but if it fails it takes damage equal to its strength score, to a minimum of 1. You may link the snare to another mechanism, like a trap, alarm, bucket of paint, etc.
Toxin Detection
You create and use a test to detect and identify any poisons or diseases, either in an affected creature or in a means of delivery, like food or a weapon.
Animal Affinity
You accustom any non-hostile animal or group of animals to your presence, so that they do not view you or you companions as hostile for as long as you do not attack them. In the case of social animals, you learn to understand and mimic (where physically possible) their non-verbal communications and you may establish yourself in any position of your choice in their hierarchy.
Camouflage
You find materials to camouflage up to 8 creatures. Each may apply or remove their camouflage over the course of a minute, but it decays after 1 day. A camouflaged creature counts as heavily obscured whenever it would normally be lightly obscured, as long as it is in the same kind of terrain you gathered the materials from.
Construction
You find materials for and create: a hut up to 30ft wide and tall, a bridge up to 60ft long, fences or barricades up to 500ft in total length, or a land or water vehicle up to 10ft long that carries up to two creatures or 400 pounds. Any construction has 15HP per 10ft-square section and decays after d6 days.
Cure
You find natural curatives to cure up to 8 creatures of a poison or disease you know the nature or source of.
Demolition
You safely fell a tree up to 30ft across, break a 10ft-radius hole in a wall up to 5ft thick, or excavate loose rock, snow, earth, etc. fitting in up to 10 5ft cubes.
Weapon Infusion
You find natural materials that are repellent to supernatural creatures and apply them to up to 3 weapons, making those weapons count as magical for 8 hours for the purposes of overcoming damage resistance and immunity. You may apply them to the natural weapons of a creature.
Keen Senses Options
Each option is available at the listed level and afterwards.
Adaptive Eyes (level 3)
You can see in dim light as if it were bright light and vice versa, and you have advantage on saves against being blinded by bright light.
Bloodhound (level 9)
You always know by smell if any natural creatures are within 30ft of your location or have been at any time in the last day, to the nearest hour. You do not learn their distance or direction and you can’t distinguish between living and dead creatures or between creatures present now and ones present within the last hour. You recognise a particular race or species if you have smelt it before. A scent can be masked by other, stronger smells.
Darkvision (level 3)
You gain darkvision with a range of 120ft.
Eidetic Image (level 3)
You may use a bonus action to form a perfect mental image of any scene you can see. At any subsequent time, you may instantaneously and infallibly examine the scene in your memory, answering any question you like about what was visible in your field of view. Your ability to recreate the scene in any artistic medium remains proportionate to your skill. You may store a number of images equal to your proficiency bonus, choosing one to forget whenever you wish to form another over this limit.
Gustator (level 3)
You may taste any part or natural product of a creature to determine its species, recent diet, and state of health. You may do the same for the body of a dead creature to discover, in broad terms (exsanguination, poisoning, suffocation, etc.), its cause of death.
Homing Pigeon (level 3)
You always know which way is North and the distance and direction of places within 100 miles that you have previously visited, so long as you haven’t teleported or left the plane since.
Parasense (level 9)
You gain blindsight with a range of 10ft, but you can only detect creatures. You can spot and interact with creatures within 10ft normally even when you cannot see them.
Rumble Detector (level 9)
You can detect burrowing creatures that are at least Small, and also the footsteps of any creature that is at least Large, within 100ft, as if you had tremorsense.
Uncanny Ear (level 3)
You speak all of the languages you know as if you were a native speaker, with the ability to flawlessly replicate any accent or manner of speech. You can learn a language in only 1+d3 weeks if they are largely spent studying with or observing native speakers.
Swift Movement Options
All-Terrain Expert
You have a climb speed and swim speed equal to your land speed.
Dogged Pursuer
You may choose for any circumstances that should halve or reduce your speed, except by setting it to 0, to merely reduce it by 10ft, and you only spend 10ft of movement to stand from prone.
Energetic Guide
While at the head of the marching order, you may allow up to 8 companions (and yourself) to move 50% further per hour over natural terrain, ignore natural difficult terrain, and benefit from short rests while travelling (but not doing anything else).
Slippery Assailant
You can freely move through other creatures’ spaces, but not stop in them, and they do not count as difficult terrain for you.
Sprung Step
Your land speed increases by 10ft, and the distance you can cover per hour when alone and on foot in natural terrain is doubled (rather than increased by 50%).