Composer99
2019-07-23, 12:11 PM
Hey, all,
Here's a remix of the PHB ranger.
In my take on the problems with the ranger (in a discussion over on the 5e boards), the problems with the class as I saw them were:
1) The ranger's low-level, class-defining features were powerful - perhaps too much so in some cases - within their niches, but were so narrowly applicable as to be useless outside of them.
2) Unlike other classes, the ranger's low-level, class-defining features had little to no built-in combat applicability. For instance, in a pinch you can use Lay on Hands to get an ally up from 0 hp, and even Arcane Recovery gets you back spell slots you'll likely use in combat, but Favoured Enemy does nothing unless your GM uses Intelligence skills for recalling quick facts about monsters.
3) Several other higher-level features came on board too late.
By way of clarification, by "low-level, class defining features", I mean those features it gets within the first 4-5 levels that other classes don't - the features that "define" the class, so to speak, and distinguish it from other classes. So Extra Attack, Fighting Styles, and spellcasting don't count, but Natural Explorer, Favoured Enemy, and Primeval Awareness do.
The point of this remix is to address those issues:
- The early-level features are, hopefully, less powerful, but more broadly applicable
- The ranger actually gets some combat toys in early levels
- Several features are moved ahead in the level progression
This ranger remix has subclass options that allow players to use my combat manoeuvre system (see link in my signature).
The Ranger
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Favoured
Enemy
Spells Known
1st
2nd
3rd
4th
5th
Class Features
1st
+2
d4
-
-
-
-
-
-
Favoured Enemy, Natural Explorer
2nd
+2
d4
2
2
-
-
-
-
Fighting Style, Spellcasting, Foe Slayer
3rd
+2
d4
3
3
-
-
-
-
Wild Calling, Hide in Plain Sight
4th
+2
d4
3
3
-
-
-
-
Ability Score Improvement
5th
+3
d6
4
4
2
-
-
-
Extra Attack
6th
+3
d6
4
4
2
-
-
-
Land's Stride, Primeval Awareness
7th
+3
d6
5
4
3
-
-
-
Wild Calling Feature
8th
+3
d6
5
4
3
-
-
-
Ability Score Improvement
9th
+4
d6
6
4
3
2
-
-
-
10th
+4
d6
6
4
3
2
-
-
Favoured Enemy Improvement, Feral Senses
11th
+4
d8
7
4
3
3
-
-
Wild Calling Feature
12th
+4
d8
7
4
3
3
-
-
Ability Score Improvement
13th
+5
d8
8
4
3
3
1
-
-
14th
+5
d8
8
4
3
3
1
-
Supernal Explorer
15th
+5
d8
9
4
3
3
2
-
Wild Calling Feature
16th
+5
d8
9
4
3
3
2
-
Ability Score Improvement
17th
+6
d10
10
4
3
3
3
1
-
18th
+6
d10
10
4
3
3
3
1
Unnatural Explorer
19th
+6
d10
11
4
3
3
3
2
Ability Score Improvement
20th
+6
d10
11
4
3
3
3
2
Natural Paragon
Ranger Features
As a ranger, you gain the following class features:
Hit Points
Hit Dice: 1d10 per ranger level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Subsequent Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.
Proficiencies
Armour: Light armour, medium armour, and shields.
Weapons: Simple weapons, martial weapons.
Manoeuvres: Agile manoeuvres, ranged manoeuvres, and one other manoeuvre group of your choice.
Tools: None.
Saving Throws: Strength, Dexterity.
Skills: Survival, and choose three from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth.
Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
- (a) scale armour or (b) leather armour.
- (a) two shortswords or (b) two simple melee weapons.
- (a) a dungeoneer’s pack or (b) an explorer’s pack.
- A longbow and a quiver of 20 arrows.
Favoured Enemy
You are a skilled and talented hunter of dangerous creatures and humanoids. Choose one type of favoured enemy: extraplanar (celestials, elementals, fey, and fiends), magical (aberrations, constructs, dragons, monstrosities, and undead), or natural (beasts, giants, humanoids, oozes, and plants). You gain a number of benefits related to dealing with your favoured enemies, several of which allow you to roll a Favoured Enemy Die, a d4. This die changes as you gain ranger levels, as shown in the Favoured Enemy column of the Ranger table. You gain a pool of such dice equal to your Wisdom modifier (minimum one die). Certain benefits of this feature, and of other ranger class features, require that you expend dice from this pool in order to roll a Favoured Enemy Die. You recover expended dice whenever you finish a short or long rest.
- Whenever you make a Wisdom (Survival) check to track one or more of your favoured enemies, roll a Favoured Enemy Die and add the result to the check.
- Whenever you make an Intelligence ability check to recall information about any of your favoured enemies, roll a Favoured Enemy Die and add the result to the check.
- You learn one language spoken by one of your favoured enemies.
- Starting when you reach 10th level, whenever one of your favoured enemies forces you to make a saving throw, you can use your reaction to expend and roll a Favoured Enemy Die, adding the number rolled to your saving throw.
Choose an additional type of favoured enemy, along with another language to learn, upon reaching 10th level.
Natural Explorer
You are intimately familiar with, and are adept at traveling and surviving in, the vast uncharted wilderness. Choose any two of the following proficiencies that you possess: the Animal Handling, Nature, or Survival skills, or navigator’s tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
In addition, you gain the following benefits when traveling for an hour or more in any natural terrain on your native plane of existence:
- You remain alert to danger even when engaged in another activity when traveling, such as foraging, navigating, or tracking, and don’t have disadvantage on any checks to observe or spot such danger while doing so.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you always find enough food and water for yourself.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options when you reach 2nd level. You can’t take a Fighting Style more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defence
While you are wearing armour, you gain a +1 bonus to AC.
Dual Wielding
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, each time you make a weapon attack, you can draw or sheathe a weapon as part of the attack.
Hand Weapon Fighting
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack that you make with a two-handed or versatile weapon that you are wielding with two hands, you may reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Spellcasting
When you reach 2nd level, you learn how to call upon the magical essence of nature to cast spells. See Chapter 10 for the general rules of spellcasting, and Chapter 11 for the ranger spell list.
Spell Slots
The Ranger table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list. The Spells known column of the Ranger table shows when you learn additional ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which must also be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on primeval forces of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack bonus = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You may use a druidic focus as your spellcasting focus for your ranger spells.
Foe Slayer
You are an unparalleled hunter of your enemies. At 2nd level, whenever you hit one of your favoured enemies with a weapon attack, you can expend and roll a Favoured Enemy Die, adding the result to the damage roll of the attack.
In addition, as a bonus action on your turn, you can expend a spell slot to mark a creature you can see within 90 feet of you as your quarry. For a number of hours based on the level of the expended slot, as shown in the Foe Slayer table, you gain the following benefits:
- You treat your quarry as if it were one of your favoured enemies, if it isn’t one already.
- You have advantage on Wisdom (Perception) checks to find it if it is hidden.
- Once on each of your turns, when you hit your quarry with a weapon attack, you deal extra damage equal to the roll of one of your Favoured Enemy Dice.
- You can’t have more than one quarry at a time. If a creature designated as your quarry reaches 0 hit points or dies before the end of the duration of this effect, you can use your reaction to choose a new quarry.
Foe Slayer
Expended Spell Slot
Duration
Expended Spell Slot
Duration
1st
1 hour
4th
8 hours
2nd
2 hours
5th
24 hours
3rd
4 hours
-
-
Wild Calling
You choose a calling whose ideals you strive to emulate, and whose conception of the natural world you find most agreeable. When you reach 3rd level, choose one of the following Wild Callings: Avenger, Beast Master, Bounty Hunter, Dragon Slayer, Hunter, Skin-Changer, Urban Ranger, and Wild Warden. These Wild Callings are all detailed at the end of this chapter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.
Wild Calling Spells
Each Wild Calling has an associated list of spells. You learn these spells at the levels specified in each Wild Calling’s description. Once you learn a Wild Calling spell, it doesn’t count against the number of ranger spells you can learn.
If you gain a Wild Calling spell that isn’t on the ranger spell list, that spell is nonetheless a ranger spell for you.
Hide in Plain Sight
You learn how to use the world around you to hide almost effortlessly. When you reach 3rd level, you can use the Hide action as a bonus action on your turn.
In addition, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally-occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide yourself by pressing up against a solid surface, such as a tree or wall, or by falling prone. As long as you remain in place without moving or taking actions, you gain a +10 bonus to Dexterity (Stealth) checks. Once you move or take an action (including a bonus action or reaction), you must camouflage yourself again to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Extra Attack
You become increasingly capable in combat. Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Land’s Stride
The natural environment poses no obstacle for you. Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or some similar hazardous property.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Primeval Awareness
By your attunement to natural magic, you are granted extraordinary power to focus your awareness on the region around you. Also at 6th level, you may spend 1 minute in meditation to attune yourself to the nearby environs. For the next hour, you can sense whether the following creatures are present within 1 mile of you, in what general direction they can be found, roughly how far away they may be, and an approximate idea of their numbers: aberrations, celestials, dragons, elementals, fiends, fey, and undead. This feature doesn’t reveal the creatures’ precise location or number.
After using this feature once, you must finish a short or long rest before you can use it again.
Feral Senses
You gain preternatural senses allowing you to effectively fight creatures you can’t see. At 10th level, when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Supernal Explorer
Traveling through even the most desolate, trackless wilderness poses no problem for you, and you are very difficult to track down. Beginning at 14th level, you gain the following benefits:
- You can’t be tracked by nonmagical means unless you choose to leave a trail.
- You can’t become lost except by magical means.
- You have advantage on saving throws against exhaustion made after making a forced march.
You gain the following benefits while traveling for an hour or more:
- You can move stealthily while alone at a fast pace.
- When moving with a group of creatures up to twice your Wisdom score in size, you can move stealthily at a normal pace.
Unnatural Explorer
Your expertise at travel and survival allows you to overcome even the hazards and horrors of strange new worlds. When you reach 17th level, you gain the benefits of your Natural Explorer when traveling through other planes of existence.
Natural Paragon
Over time, you become an unparalleled hunter of your enemies, explorer, and tracker. At 20th level, you gain the following benefits:
- You can’t be surprised by your favoured enemies.
- You can’t have disadvantage on Wisdom ability checks or saving throws.
- Whenever you roll initiative and have no Favoured Enemy Dice remaining, you regain one Favoured Enemy Die.
- Whenever you make a weapon attack against a favoured enemy, you can expend and roll a Favoured Enemy Die and add the result to your attack roll.
- Whenever you roll a 1 on a Favoured Enemy Die, you can reroll the die. You must use the new roll, even if it is also a 1.
Here's a remix of the PHB ranger.
In my take on the problems with the ranger (in a discussion over on the 5e boards), the problems with the class as I saw them were:
1) The ranger's low-level, class-defining features were powerful - perhaps too much so in some cases - within their niches, but were so narrowly applicable as to be useless outside of them.
2) Unlike other classes, the ranger's low-level, class-defining features had little to no built-in combat applicability. For instance, in a pinch you can use Lay on Hands to get an ally up from 0 hp, and even Arcane Recovery gets you back spell slots you'll likely use in combat, but Favoured Enemy does nothing unless your GM uses Intelligence skills for recalling quick facts about monsters.
3) Several other higher-level features came on board too late.
By way of clarification, by "low-level, class defining features", I mean those features it gets within the first 4-5 levels that other classes don't - the features that "define" the class, so to speak, and distinguish it from other classes. So Extra Attack, Fighting Styles, and spellcasting don't count, but Natural Explorer, Favoured Enemy, and Primeval Awareness do.
The point of this remix is to address those issues:
- The early-level features are, hopefully, less powerful, but more broadly applicable
- The ranger actually gets some combat toys in early levels
- Several features are moved ahead in the level progression
This ranger remix has subclass options that allow players to use my combat manoeuvre system (see link in my signature).
The Ranger
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Favoured
Enemy
Spells Known
1st
2nd
3rd
4th
5th
Class Features
1st
+2
d4
-
-
-
-
-
-
Favoured Enemy, Natural Explorer
2nd
+2
d4
2
2
-
-
-
-
Fighting Style, Spellcasting, Foe Slayer
3rd
+2
d4
3
3
-
-
-
-
Wild Calling, Hide in Plain Sight
4th
+2
d4
3
3
-
-
-
-
Ability Score Improvement
5th
+3
d6
4
4
2
-
-
-
Extra Attack
6th
+3
d6
4
4
2
-
-
-
Land's Stride, Primeval Awareness
7th
+3
d6
5
4
3
-
-
-
Wild Calling Feature
8th
+3
d6
5
4
3
-
-
-
Ability Score Improvement
9th
+4
d6
6
4
3
2
-
-
-
10th
+4
d6
6
4
3
2
-
-
Favoured Enemy Improvement, Feral Senses
11th
+4
d8
7
4
3
3
-
-
Wild Calling Feature
12th
+4
d8
7
4
3
3
-
-
Ability Score Improvement
13th
+5
d8
8
4
3
3
1
-
-
14th
+5
d8
8
4
3
3
1
-
Supernal Explorer
15th
+5
d8
9
4
3
3
2
-
Wild Calling Feature
16th
+5
d8
9
4
3
3
2
-
Ability Score Improvement
17th
+6
d10
10
4
3
3
3
1
-
18th
+6
d10
10
4
3
3
3
1
Unnatural Explorer
19th
+6
d10
11
4
3
3
3
2
Ability Score Improvement
20th
+6
d10
11
4
3
3
3
2
Natural Paragon
Ranger Features
As a ranger, you gain the following class features:
Hit Points
Hit Dice: 1d10 per ranger level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Subsequent Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.
Proficiencies
Armour: Light armour, medium armour, and shields.
Weapons: Simple weapons, martial weapons.
Manoeuvres: Agile manoeuvres, ranged manoeuvres, and one other manoeuvre group of your choice.
Tools: None.
Saving Throws: Strength, Dexterity.
Skills: Survival, and choose three from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth.
Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
- (a) scale armour or (b) leather armour.
- (a) two shortswords or (b) two simple melee weapons.
- (a) a dungeoneer’s pack or (b) an explorer’s pack.
- A longbow and a quiver of 20 arrows.
Favoured Enemy
You are a skilled and talented hunter of dangerous creatures and humanoids. Choose one type of favoured enemy: extraplanar (celestials, elementals, fey, and fiends), magical (aberrations, constructs, dragons, monstrosities, and undead), or natural (beasts, giants, humanoids, oozes, and plants). You gain a number of benefits related to dealing with your favoured enemies, several of which allow you to roll a Favoured Enemy Die, a d4. This die changes as you gain ranger levels, as shown in the Favoured Enemy column of the Ranger table. You gain a pool of such dice equal to your Wisdom modifier (minimum one die). Certain benefits of this feature, and of other ranger class features, require that you expend dice from this pool in order to roll a Favoured Enemy Die. You recover expended dice whenever you finish a short or long rest.
- Whenever you make a Wisdom (Survival) check to track one or more of your favoured enemies, roll a Favoured Enemy Die and add the result to the check.
- Whenever you make an Intelligence ability check to recall information about any of your favoured enemies, roll a Favoured Enemy Die and add the result to the check.
- You learn one language spoken by one of your favoured enemies.
- Starting when you reach 10th level, whenever one of your favoured enemies forces you to make a saving throw, you can use your reaction to expend and roll a Favoured Enemy Die, adding the number rolled to your saving throw.
Choose an additional type of favoured enemy, along with another language to learn, upon reaching 10th level.
Natural Explorer
You are intimately familiar with, and are adept at traveling and surviving in, the vast uncharted wilderness. Choose any two of the following proficiencies that you possess: the Animal Handling, Nature, or Survival skills, or navigator’s tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
In addition, you gain the following benefits when traveling for an hour or more in any natural terrain on your native plane of existence:
- You remain alert to danger even when engaged in another activity when traveling, such as foraging, navigating, or tracking, and don’t have disadvantage on any checks to observe or spot such danger while doing so.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you always find enough food and water for yourself.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options when you reach 2nd level. You can’t take a Fighting Style more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defence
While you are wearing armour, you gain a +1 bonus to AC.
Dual Wielding
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, each time you make a weapon attack, you can draw or sheathe a weapon as part of the attack.
Hand Weapon Fighting
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack that you make with a two-handed or versatile weapon that you are wielding with two hands, you may reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Spellcasting
When you reach 2nd level, you learn how to call upon the magical essence of nature to cast spells. See Chapter 10 for the general rules of spellcasting, and Chapter 11 for the ranger spell list.
Spell Slots
The Ranger table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list. The Spells known column of the Ranger table shows when you learn additional ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which must also be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on primeval forces of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack bonus = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You may use a druidic focus as your spellcasting focus for your ranger spells.
Foe Slayer
You are an unparalleled hunter of your enemies. At 2nd level, whenever you hit one of your favoured enemies with a weapon attack, you can expend and roll a Favoured Enemy Die, adding the result to the damage roll of the attack.
In addition, as a bonus action on your turn, you can expend a spell slot to mark a creature you can see within 90 feet of you as your quarry. For a number of hours based on the level of the expended slot, as shown in the Foe Slayer table, you gain the following benefits:
- You treat your quarry as if it were one of your favoured enemies, if it isn’t one already.
- You have advantage on Wisdom (Perception) checks to find it if it is hidden.
- Once on each of your turns, when you hit your quarry with a weapon attack, you deal extra damage equal to the roll of one of your Favoured Enemy Dice.
- You can’t have more than one quarry at a time. If a creature designated as your quarry reaches 0 hit points or dies before the end of the duration of this effect, you can use your reaction to choose a new quarry.
Foe Slayer
Expended Spell Slot
Duration
Expended Spell Slot
Duration
1st
1 hour
4th
8 hours
2nd
2 hours
5th
24 hours
3rd
4 hours
-
-
Wild Calling
You choose a calling whose ideals you strive to emulate, and whose conception of the natural world you find most agreeable. When you reach 3rd level, choose one of the following Wild Callings: Avenger, Beast Master, Bounty Hunter, Dragon Slayer, Hunter, Skin-Changer, Urban Ranger, and Wild Warden. These Wild Callings are all detailed at the end of this chapter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.
Wild Calling Spells
Each Wild Calling has an associated list of spells. You learn these spells at the levels specified in each Wild Calling’s description. Once you learn a Wild Calling spell, it doesn’t count against the number of ranger spells you can learn.
If you gain a Wild Calling spell that isn’t on the ranger spell list, that spell is nonetheless a ranger spell for you.
Hide in Plain Sight
You learn how to use the world around you to hide almost effortlessly. When you reach 3rd level, you can use the Hide action as a bonus action on your turn.
In addition, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally-occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide yourself by pressing up against a solid surface, such as a tree or wall, or by falling prone. As long as you remain in place without moving or taking actions, you gain a +10 bonus to Dexterity (Stealth) checks. Once you move or take an action (including a bonus action or reaction), you must camouflage yourself again to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Extra Attack
You become increasingly capable in combat. Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Land’s Stride
The natural environment poses no obstacle for you. Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or some similar hazardous property.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Primeval Awareness
By your attunement to natural magic, you are granted extraordinary power to focus your awareness on the region around you. Also at 6th level, you may spend 1 minute in meditation to attune yourself to the nearby environs. For the next hour, you can sense whether the following creatures are present within 1 mile of you, in what general direction they can be found, roughly how far away they may be, and an approximate idea of their numbers: aberrations, celestials, dragons, elementals, fiends, fey, and undead. This feature doesn’t reveal the creatures’ precise location or number.
After using this feature once, you must finish a short or long rest before you can use it again.
Feral Senses
You gain preternatural senses allowing you to effectively fight creatures you can’t see. At 10th level, when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Supernal Explorer
Traveling through even the most desolate, trackless wilderness poses no problem for you, and you are very difficult to track down. Beginning at 14th level, you gain the following benefits:
- You can’t be tracked by nonmagical means unless you choose to leave a trail.
- You can’t become lost except by magical means.
- You have advantage on saving throws against exhaustion made after making a forced march.
You gain the following benefits while traveling for an hour or more:
- You can move stealthily while alone at a fast pace.
- When moving with a group of creatures up to twice your Wisdom score in size, you can move stealthily at a normal pace.
Unnatural Explorer
Your expertise at travel and survival allows you to overcome even the hazards and horrors of strange new worlds. When you reach 17th level, you gain the benefits of your Natural Explorer when traveling through other planes of existence.
Natural Paragon
Over time, you become an unparalleled hunter of your enemies, explorer, and tracker. At 20th level, you gain the following benefits:
- You can’t be surprised by your favoured enemies.
- You can’t have disadvantage on Wisdom ability checks or saving throws.
- Whenever you roll initiative and have no Favoured Enemy Dice remaining, you regain one Favoured Enemy Die.
- Whenever you make a weapon attack against a favoured enemy, you can expend and roll a Favoured Enemy Die and add the result to your attack roll.
- Whenever you roll a 1 on a Favoured Enemy Die, you can reroll the die. You must use the new roll, even if it is also a 1.