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# New Ranger Subclass ### The Traveler While most adventurers are experienced voyagers, travelers are rangers who embrace their wandering nature and become nomads. While some travelers are solemn and dour, others are tourists and sightseers. #### Traveler's Tricks ___ You learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Traveler spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ##### Traveler Spells |Ranger Level | Spells | |:---:|:-----------:| | 3rd | *feather fall* | | 5th | *spider climb* | | 9th | *haste* | | 13th | *freedom of movement* | | 17th | *tree stride* | #### Experienced Traveler ___ While traveling for an hour or more in any 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. ___ Additionally, you gain proficiency in your choice of Navigator's tools or Cartographer's tools. #### Harness the Elements ___ At 3rd level, you have been repeatedly exposed to the harshest of environmental dangers, from forest fires, lightning storms, frozen tundra and venomous bites and you have learned a supernatural ability to utilize these threats as weapons. Once per turn, you may add 1d6 of magical cold, fire, lightning, poison or acid damage to one of your attacks. When you reach 11th level in this class, the extra damage increases to 1d8.
##### Image Credit Wizards of The Coast
\columnbreak #### Negotiator ___ By 7th level, you have visited so many different places and talked to so many different people that you always know exactly what to say, and when to say it. As a result, you can add your Wisdom modifier to Charisma checks, and you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. In addition, when you or a creature that you can see or hear fails a Charisma check, you can use your reaction add your Proficiency bonus to the roll, potentially causing it to succeed. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Weathered ___ Beginning at 11th level, you gain resistance to cold or fire damage (your choice), and automatically succeed on checks made to resist the effects of extreme heat or extreme cold. #### Been There, Done That ___ At 15th Level, you know a thing or two, because you've seen a thing or two. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.