Natural Explorer
You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such
regions. Choose one type of favored terrain: arctic, coast,
desert, forest, grassland, mountain, swamp, or the
Underdark. When you make an Intelligence or Wisdom check
related to your favored terrain, your proficiency bonus is
doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain,
you gain the following benefits:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you
remain alert to danger.
If you are traveling alone, you can move stealthily at a
normal pace.
When you forage, you find twice as much food as you
normally would.
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 and 10th
level.
Combat Superiority
At 2nd level, you learn maneuvers that are fueled by special
dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice,
which are chosen from the list of maneuvers available to
fighters with the Battle Master archetype. Many maneuvers
enhance an attack in some way. You can use only one
maneuver per attack.
You learn one additional maneuver of your choice at 5th,
9th, 13th, and 17th levels. Each time you learn a new
maneuver, you can also replace one maneuver you know with
a different one.
Superiority Dice. You have four superiority dice, which
are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a
short or long rest.
You gain another superiority die at 9th level and one more
at 17th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s effects.
The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).
Fighting Style
At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can't take
a Fighting Style option 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
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Poultices
At 3rd level, you can create special herbal poultices that have
healing power comparable to some potions. You can spend 1
hour gathering herbs and preparing herbal poultices using
treated bandages to create a number of such poultices equal
to your Wisdom modifier (minimum 1). You can carry a
number of poultices at one time equal to your Wisdom
modifier (minimum 1). The poultices you create cannot be
applied by anyone but you. After 24 hours, any poultices that
you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a
wounded humanoid creature, thereby expending its use, that
creature regains 1d6 hit points for every two ranger levels
you have (rounded up).
Ranger Archetype
At 3rd level, you choose an archetype that you strive to
emulate: Hunter or Beast Master, both detailed at the end of
the c1ass description. Your choice grants you features at 3rd
level and again at 7th, 11th, and 15th level.
CLASSES | SPELL-LESS RANGER