+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+4 | Strength | |
+6 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
-2 | Charisma |
+4 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
-2 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
-2 | Intimidation | CHA | |
+0 | Investigation | INT |
+4 | Medicine | WIS | |
+4 | Nature | INT | |
+4 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
+0 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +8 | DEX | 1d8+4 | piercing | |
Ammunition, Heavy, Range, Two-Handed (range 150/600) | |||||
Dagger | +6 | DEX | 1d4+4 | piercing | |
Finesse, Light, Range, Thrown (range 20/60) |
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
You have a natural talent to roam the world and safely guide others through its deep forests and forgotten ruins. You gain the following benefits:
Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Forager. When you forage, you find twice as much food and water as you normally would. Even if you fail, you still find enough food and water to sustain one person for one day.
Look-out. You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger.
Pathfinder. Difficult terrain doesn't slow your travel, and you have advantage on Intelligence (Nature) checks to identify Wilderness and Dungeon Hazards (such as Quicksand, Thin Ice, or Brown Mold).
Scout. You can move stealthily while traveling at a normal pace.
Swift Tracker. You can track while traveling at a fast pace, and finding a trail only takes 1 minute in a confined area such as a dungeon, or 10 minutes outdoors.
Guide. You can guide the travel for a group of up to six creatures. While guided by you, your group can move stealthily while traveling at a normal pace and difficult terrain doesn't slow your group's travel.
You gain a +2 bonus to attack rolls you make with ranged weapons.
At 2nd level, you have learned to spot and exploit weaknesses in your enemy's defense.
Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Beginning at 3rd level, you can magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block — Beast of the Land, Beast of the Sea, or Beast of the Sky — which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Leather Armor
Longbow
Dagger
Carving Knife
Small collection of wooden carvings
Light/Medium Armor, Shields
Simple/Martial Weapons
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.