Darkvision. You can see in dim light out to 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
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Glide. As long as you are conscious you have resistance against bludgeoning damage caused by falling.
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Ambushing Instincts. You are proficient in the (Stealth) skill. In addition, you can take the Dash action as a bonus action.
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Bite. In place of an unarmed strike you can bite a creature within 5 feet of you, which deals 1d6 piercing damage plus your Strength or Dexterity modifier on a successful hit. You are considered proficient in this attack.
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Keen Ears. Whenever you make a Wisdom (Perception) check that relies on hearing, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
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Near Sighted. You have disadvantage on all Wisdom (Perception) checks involving sight.
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Resistance Training
Beginning at 1st level, when you are hit by a weapon attack, you may use a reaction to gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. Once you use this feature, you must finish a short or long rest before you can use it again.
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Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
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Instinctive Nature
Starting at level 3, you choose an Instinctive Nature that resembles the primal aspects of ancients behemoths, Savage or Feral
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Ability Score Increase
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, unless otherwise specified.
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Savage
As a savage behemoth, your attacks hit harder than anything else known. Reenacting the raw strength of fabled behemoths, a single blow from a savage could destroy anything. A savage does not lose control or rage like that of others. Its nature is controlled but primal. The strikes are decisive and its enemies targeted.
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Weapons That Hurt
Starting at 3rd level, upon choosing this instinctive nature, you may put more force behind your attacks. When you hit a creature with a melee weapon, you deal an additional 2 damage. This damage increases to 3 at 7th level, 4 at 10th level, 5 at 15th level, and 6 at 18th level.
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Flow Like Wind
At 1st level, you’ve been alone for a while, you’ve studied the land, and you know how to approach it. You are no longer hindered by difficult terrain.
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Speed Boost
Starting at 1st level, you gain access to Speed Boosts to spend on movement in combat. Speed boosts are a simple stat, it triples your movement speed for one turn as a bonus action. This does not stack with dash, however dash can be used after Speed Boost. If used before or after an action, Speed Boost will travel 3x the distance of your normal movement speed. You can attempt to use a Speed Boost if you’re out of them, however you must roll a d6 beforehand. On a 1-3, you successfully use a Speed Boost, however, on a 4-6, you fail to, and gain one exhaustion level. You regain Speed Boosts after a short or long rest.
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Unarmored Defense
You’ve fallen, you’ve ran into walls, you’ve hit every little thing in the land, and so, you’ve toughened up over time. Starting at 2nd level, while you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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Enhanced Movement
Your movement has been enhanced by constant training. Starting at 2nd level, your jumps are now determined by dexterity rather than strength and landing on difficult terrain no longer requires an acrobatics check. Long jumps now go twice as far, moving twice as far as your dexterity score if you move at least 10ft immediately before the jump, or half as much if you make a standing long jump. High jumps now travel 10ft+ your Dexterity modifier if you move at least 10ft immediately before the jump, and 5ft+ your Dexterity modifier if done while stationary.
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Hit and Run
You’ve mastered the art of a quick kill, practicing tirelessly on animals. Starting at 2nd level, if you land a hit on an opponent before you travel your full movement speed, you have advantage on the attack, and can continue to move the full distance of your turn after the hit, or disengage. You cannot use Speed Boost however.
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Strider’s Domain
Every Strider has a domain, and every domain gives that Strider an advantage. Starting at 3rd level, you can select a Strider domain based on the terrain you are proficient in, Plains Strider, or Mountain Strider. You gain benefits from this domain at 3rd, 5th, 7th, 11th, and 18th level.
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Rip and Tear
You’ve learned how to hunt better than most could ever dream of. Starting at 3rd level, all slashing damage is increased by 1d6. This changes to 2d6 at 6th level, 3d6 at 12th level, and 5d6 at 20th level.
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Fast Attacker
You’ve had to fight for a long time, and know how to do it best. Starting at 3rd level, your attack modifier is based on dexterity rather than strength.
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Ability Score Increase
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. As normal, you can't increase an ability score above 20 using this feature.
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Feature: Experience
You always know how to find water, food, and can make a shelter if the land provides, you have advantage on checks to gauge the value of an item.
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Explorer: Scout/Dexterous Explorer
The scout, or dexterous explorer is very much similar to the explorer, yet they lean towards dexterity as their main skill. They are proficient in Dexterity (Acrobatics) instead of Strength (Athletics) and can make Dexterity (Acrobatics) checks for any checks you make with your climber's kit or grappling hook.
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Features & Traits