Wanderer: You have excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water and so forth.
Darkvision: You can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Fighting Style: Archery: You gain +2 bonus to attack rolls you make with ranged weapons.
Piercing Thorns: Once during each of your turns, you can deal an addtional
1d6 piercing damage to one creature you hit with a weapon attack.
Guardian Magic: Learn additional spells when you reach certain levels in this class. These do not count against your know spells count.
- at 5th lvl Enhance Ability
- at 9th lvl Conjure Animals
- at 17th lvl Insect Plague
Guardian Soul:You gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:
- Your size becomes Large, unless you were larger.
- Any speed you have becomes 5ft, unless the speed was lower.
- Your reach increases by 5ft.
- You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Humans you gain a
+2 Bonus to damage rolls with weapon attacks against Humans. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Favored Terrain:(Forest) While traveling in your favored terrain for an hour or more, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel
- Your group can't become lost except by magical means
- If you are traveling alone, you can move stealthily at a normal pace
- Even when you are engaged in another activity while traveling you remain alery to danger
- When you forage, you find twice as much food as you would normally
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
You choose additional favored terrain types at 6th & 10th level.
Features & Traits