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# Strider
##### The Strider | Level | Proficiency Bonus | Talents Known | Features | |:---:|:---:|:---:|:---| | 1st | +2 | - |Careful Tracker, Deft Explorer| | 2nd | +2 | 1 |Fighting Style, Focus, Wild Talents| | 3rd | +2 | 2 |Primeval Awareness, Strider's Track| | 4th | +2 | 2 |Ability Score Improvement| | 5th | +3 | 3 |Extra Attack| | 6th | +3 | 3 |Deft Explorer improvement, Rugged Endurance| | 7th | +3 | 4 |Strider's Track feature| | 8th | +3 | 4 |Ability Score Improvement, Warden’s Authority| | 9th | +4 | 5 |-| | 10th | +4 | 5 |Deft Explorer improvement, Primeval Awareness improvement| | 11th | +4 | 6 |Patient Focus| | 12th | +4 | 6 |Ability Score Improvement| | 13th | +5 | 7 |-| | 14th | +5 | 7 |Ambuscade| | 15th | +5 | 8 |Strider's Track feature| | 16th | +5 | 8 |Ability Score Improvement| | 17th | +6 | 9 |-| | 18th | +6 | 9 |Primeval Awareness improvement| | 19th | +6 | 10 |Ability Score Improvement| | 20th | +6 | 10 |Strider's Track feature|
#### Quick Build You can make a strider quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some striders who focus on heavier weapons and armor make Strength higher than Dexterity.) Second, choose the outlander background. \columnbreak ## Class Features As a strider, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per strider level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per strider level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - Any ranged weapon and 20 pieces of suitable ammunition ### Deft Explorer You have wandered far and wide, and picked up a trick or two in your travels. At 1st level, choose one of the following benefits, and then choose another one at 6th and 10th level. ***Canny.*** Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak two languages of your choice. ***Roving.*** Your walking speed increases by 5, and you can move through difficult terrain without expending additional movement. ***Tireless.*** As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. you can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level is reduced by 1. \pagebreakNum ### Honed Senses Your hunting experience and skill allow you to focus your senses to find what you seek. At 1st level, when you make a Wisdom (Survival) or Wisdom (Perception) check, you can reroll the die and must use the new roll. You can use this feature a number of times equal to 1 + your Wisdom modifier, and regain all expended uses at the end of a long rest. ### Focus At 2nd level, you fight with a single minded focus, relentlessly pursuing a foe until it is brought down so you can move on to the next. You can use your bonus action to choose a creature within 300 feet of you and that you can see to become your focus. It remains your focus until it is killed, the combat ends, or you choose another focus. When you choose a creature to be your focus, you gain a focus level of 0 against that creature. Once per round, when you hit your focus with a weapon attack, your focus level against them increases by 1 to a maximum of 6. Your focus level cannot exceed your strider level. You gain the benefit of each focus level you have, as shown in the Focus table. You lose a benefit if you no longer have the focus level associated with it. Once per round, when you hit a creature that is not your focus with an attack, any focus level you have is reduced by 1 to a minimum of 0. When a creature is no longer your focus, any focus level you had against it is lost. Each time your focus level advances against a creature, or you choose a creature to be your focus, you can learn if it has more than half, less than half or less than a quarter of its hit points remaining. #### Focus Table | Focus Level | Benefit | |:-----------:|:--------| | 0 | - | | 1 | Once per turn when you hit your focus with an attack, you deal an additional 1d6 damage | | 2 | The first time you hit your focus with an attack on your turn, you gain a +2 bonus to the next attack roll you make against it | | 3 | When you hit your focus with an opportunity attack, you gain a bonus to the damage roll equal to your current focus level | | 4 | When you hit your focus with an opportunity attack, you can move up to half your speed without provoking opportunity attacks | | 5 | You gain a bonus to your weapon attack damage equal to your proficiency bonus on attacks you make against your focus | | 6 | When you hit your focus with an attack, you can make that hit a critical hit. Once you use this benefit, your focus level is reduced to 3 | \columnbreak ### 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. #### Ambush During the first round of combat, you gain a +2 bonus to attack rolls, and your movement speed is increased by 5 feet. #### Archery You gain a +2 bonus on attack rolls you make with ranged weapons. #### Close Quarters Shooter While you are wielding a ranged or thrown weapon, a creature provokes an opportunity attack from you when it moves to a space within 15 feet of you. This opportunity attack is a ranged weapon attack using the ranged or thrown weapon you are wielding. #### 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. #### Mariner As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Wild Talents With a combination of research, training, and meditation you have developed techniques that can aid you in your travels. At 2nd level, you gain one wild talent of your choice. Your wild talent options are detailed at the end of the class description. When you gain certain strider levels, you gain additional talents of your choice, as shown in the Talents known column of the Strider table. Additionally, when you gain a level in this class, you can choose one of the wild talents you know and replace it with another wild talent that you could learn at that level. ### Strider's Track At 3rd level, you choose a track that represents a focus in your skills down a particular path. Choose either the Stalker's Track, the Boundless Track, or the Guardian's Track, each detailed at the end of the class description, in addition to the Despoiler Track; an evil option. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. \pagebreakNum ### Primeval Awareness At 3rd level, your senses are sharp, making them difficult to foil. You gain the following benefits at the levels stated. ***Feral Senses.*** Beginning at 3rd level, when you attack a creature you can't see, your inability to see it does not impose disadvantage on your attack rolls against it. ***Gut Feeling.*** At 10th level, you have advantage on initiative rolls. ***Hunter's Instincts.*** Starting at 18th level, you cannot be surprised, and you know the location of any invisible creatures within 30 feet of you, provided the creature isn’t hidden from you and you aren’t blinded or deafened. ### Ability Score Improvement 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. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Rugged Endurance Starting at 6th level, you hone your fortitude to avoid and overcome injury. You gain proficiency in Constitution saving throws and add twice your Constitution modifier to each hit die when you expend them during a short rest instead of only once. ### Warden’s Authority Beginning at 8th level, your time in the wilds has taught you the best ways to deal with its flora and fauna. Sentient plants and animals view you as a powerful or sympathetic figure and come to respect your authority. You gain the ability to communicate with beasts and plants, and they recognize you as a kindred spirit. Through sound and gestures, you may communicate simple ideas with beasts and plant creatures. Additionally, you can use your action to call out to a hostile beast or plant creature within 60 feet of you that can hear you. The creature becomes indifferent to you and your allies for 10 minutes unless it succeeds on a Wisdom saving throw against a DC equal to 10 + your Wisdom modifier + your Proficiency bonus. The creature becomes hostile again if you or your companions do anything harmful to it. Otherwise, after the 10 minutes has passed, the creature acts according to how it was treated during the 10 minutes. If it has any reason to not become hostile again, it will remain indifferent, or potentially become friendly at the DM’s discretion. ### Patient Focus Starting at 11th level, you can dedicate your efforts to concentrate on honing in your focus. As an action on your turn, you can advance your focus level by 2. ### Ambuscade At 14th level, you have learned to strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action, or the special action granted by your Patient Focus class feature. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. You cannot take this special turn if you are surprised at the start of combat. ## Strider Track The ideal of the strider has several incarnations, as there is more than one way to skin an owlbear so to speak. The track you choose to walk further specializes the way in which you hunt your quarry and is often a reflection of the reason you wander the wilds. ### The Stalker's Track Predators in the truest sense of the word, those that walk the Stalker's track are expert killers, hunting their quarry with quiet patience. #### Predator's Focus Starting at 3rd level, a creature now remains your focus even after combat ends. Outside of combat, you can choose a creature you can see that is within 300 feet of you to be your focus. A creature stops being your focus if it dies, is ever more than 6 miles from you, or you choose a new focus. You can increase your focus level against your focus by 1 if you spend 1 minute observing it. You must remain hidden from it for the duration of the minute in order to successfully increase your focus level and your focus level cannot exceed your proficiency bonus when you increase it in this way. #### The Scent of Blood Beginning at 3rd level, when you hit your focus with an attack, you can reduce your focus level by an amount up to your proficiency bonus, causing them to bleed for that many rounds. You cannot increase your focus level in the same round that you use this feature. While bleeding, your focus takes 1d4 slashing damage at the end of their turn. If your focus dies, it stops bleeding. You cannot choose a new focus until your current focus stops bleeding. Additionally, if your focus was bleeding at any time during combat, and is still alive after the combat ends, you have advantage on any Wisdom or Intelligence check you make to find or track them. \pagebreakNum #### Size Up the Prey At 7th level, you have developed a knack for discerning the best ways to hurt a creature. As an action, you can make a Wisdom ability check and add your current focus level to the roll, which is contested by your focus' Charisma (Deception) check. If you succeed on the check, you learn whether your focus has any damage immunities, resistances, or vulnerabilities and what they are. In order to use this special action, you must be within 60 feet of your focus and they must be visible to you. If you fail the check, you cannot attempt it again on the same creature until you finish a short rest. #### Efficient Takedown Beginning at 15th level, you are adept at harrying your prey to prevent their escape. Once per turn when you hit your focus with a weapon attack, you can force them to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, they are knocked prone. If your focus level against them is 4 or higher, they have disadvantage on the saving throw. #### Stalker's Frenzy At 20th level, when you score a critical hit with a an attack against your focus, you can immediately make an additional attack against them. You can use this feature twice, and regain all expended uses when you finish a long rest. ### The Boundless Track Striders of the Boundless track walk always on the horizons between worlds. They draw on the energies that permeate the multiverse to aid themselves and allies. #### Planar Attunement When you choose this archetype at 3rd level, you have learned to tap into the energies of other planes of existence, drawing on some of the most primal magic in existence. ***Attunements.*** You learn three attunements of your choice. Many attunements enhance an attack in some way. You can use only one attunment per attack. You learn two additional attunements of your choice at 7th, 15th, and 20th level. Each time you learn new attunements, you can also replace an attunement you know with a different one. ***Link Dice.*** You have four link dice, which are d8s. A link die is expended when you use it. You regain all of your expended link dice when you finish a short or long rest. You gain another link die at 7th level and one more at 15th level. ***Attunement Saving Throws.*** Some of your attunements require creatures to make a saving throw to resist the attunement’s effects. The saving throw DC is calculated as follows:
**Attunement save DC** = 8 + your proficiency bonus + your Wisdom modifier
\columnbreak #### Wayfinder When you choose this archetype at 3rd level, your attunement to the energies of the planes allows you to easily find planar portals. Whenever you finish a short rest, you can detect the distance and direction of the nearest planar portal to you. #### Planar Shunt Starting at 7th level, while your focus level is 6, when you hit your focus with an attack, you can cast *banishment* on your focus as part of the attack. Once you cast banishment in this way, your focus level is reduced to 3. Wisdom is your spellcasting ability for this spell. Your normal focus level 6 benefit cannot apply to the same attack as this feature. #### Outsider Starting at 15th level, you can cast the *planeshift* spell on yourself and up to 6 willing creatures without material components. You can cast it in this way a number of times equal to your Wisdom modifier, and regain the ability to do so when you finish a long rest. #### Horizon Walker At 20th level, you are always under the effects of the *far step* spell. Additionally, when you teleport on your turn, you have advantage on the next attack roll you make before the end of that turn. #### Attunements The attunements are presented in alphabetical order. ***Apathy.*** When a creature you can see within 30 feet rolls initiative, you can use your reaction and expend a link die to cause visions of bleak Hades to flash in its mind. The target subtracts the link die roll from its initiative roll. ***Apocryphal Tap.*** When you make an Intelligence check to recall a piece of lore or a fact, you can expend a link die and add it to your roll, as you listen to the whispering planes. ***Aspect of the Hunter.*** You can channel the unbound Beastlands to improve your hunting and stalking capabilities. When you make a Wisdom (Animal Handling), Wisdom (Perception), or Wisdom (Survival) check, you can expend one link die and add it to your roll. ***Bleak Despair.*** On your turn, you can use a bonus action and expend one link die to expose a creature to the depressing energies of the Shadowfell. When you do so, choose a creature that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or subtract your link die from the next ability check, attack roll, or saving throw it makes. ***Blessed Fields.*** On your turn, you can use a bonus action and expend one link die to shroud an ally in the warmth of Elysium. When you do so, choose a friendly creature that you can see within 30 feet of you. That creature regains hit points equal to the link die roll + your Wisdom modifier. \pagebreakNum ***Carcerian Bindings.*** Immediately after you hit a creature with an attack on your turn, you can expend one link die and force the target to make a Strength saving throw. On a failed save, the target is restrained, wrapped in immaterial chains forged from the stuff of dreaded Carceri. The creature can repeat the saving throw at the end of each of its turns. On a success it frees itself. On a failure, it takes necrotic damage equal to your link die roll. ***Champion's Might.*** You can tap into the heroic energies of Ysgard to temporarily bolster your fortitude. When you make a Strength or Constitution check, or a Strength or Constitution saving throw, you can expend one link die and add it to your roll. ***Clashing Elements.*** When you hit with an attack, you can expend one link die to channel the Elemental Chaos. Choose one of either acid, cold, fire, lightning, or thunder damage. The attack deals damage of the type you chose instead of its normal damage, and you add the link die to the attack's damage roll. Damage you deal with this attack ignores resistance to the chosen damage type. ***Disorienting Gale.*** When you hit a creature with a weapon attack, you can expend one link die to expose it to the maddening winds of Pandemonium. You add the link die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target uses its reaction to move half its speed in a random direction. ***Entropy.*** When you or a creature you can see within 30 feet makes an attack roll, damage roll, or saving throw, you can use your reaction and expend a link die to draw on the chaos of Limbo and alter the outcome of events. When you do this, you either add or subtract your link die from the roll. ***Ethereal Step.*** As a bonus action, you can expend a link die to shift from your current plane to the Ethereal Plane, as described in the *etherealness* spell. At the start of your next turn, you return to the plane you were in originally. The first time you hit with an attack on that turn, the attack deals force damage instead of its regular damage, and you add that link die to the attack’s damage roll. ***Fey Bewitchment*** Immediately after you hit a creature with an attack on your turn, you expend one link die and force the target to make a Wisdom saving throw. on a failed save, it glimpses an enchanting vista of the Feywild and is charmed by you until the end of your next turn. While charmed in this way the target is also stunned. ***Maddening Depths.*** When you hit a creature with a weapon attack, you can expend one link die to expose it to the maddening vistas of the Far Realm. You add the link die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or Bonus Action and uses all its Movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee Attack against a randomly determined creature within its reach or does nothing if it can't make such an Attack. ***Psychic Winds.*** When you hit a creature with an attack, you can expend one link die to cause winds from the Astral Plane to assail your target. You add the link die to the attack’s damage roll, and the attack deals psychic damage instead of its normal damage. An attack benefitting from this attunement can cut a silver cord as describe in the *astral projection* spell. ***Selfish Hindrance.*** When an enemy you can see within 30 feet of you makes an attack roll, you can use your reaction and expend a link die to bewitch the target with the scent of Gehenna. The target must succeed on a Wisdom saving throw or change the target of its attack to be its nearest ally. If it has no allies within range of the attack, the creature can make its attack against the original target, but takes psychic damage equal to the link die roll if it hits with the attack. ***War Eternal.*** When your hit points are reduced to below half, you can use your reaction and expend a link die to tap into the fighting spirit of Acheron. When you do this, you gain temporary hit points equal to the link die roll + your Wisdom modifier, and your exhaustion level if you have any is reduced by 1. ### Guardian's Track #### 3rd level #### 3rd level #### 7th level #### 15th level #### 20th level \pagebreakNum ### Despoiler Conclave (needs to be switched from strider to new ranger) Most rangers serve to protect civilisation and the wilds, acting as a bulwark between the terrors of the wilds. There are those however, who seek to rally the wilds and destroy all the constructs of civilisation. Those, who view it as an abomination. #### Despoiler Magic *3rd-level Despoiler feature* ___ You learn an additional spell when you reach certain levels in this class, as shown in the Despoiler Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Despoiler Spells | Ranger Level | Spells | |:-------------:|:-------| | 3rd | *spells* | | 5th | *spells* | | 9th | *spells* | | 13th | *spells* | | 17th | *spells* | #### Terror of the Wilds *3rd-level Despoiler feature* ___ You can issue an intimidating display of dominance in order to crush the morale of your foes. As an action, you force each creature of your choice within 30 feet of you and that can see or hear you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. #### Tear It Down! *7th-level Despoiler feature* ___ You and any allies within 30 feet of you deal double damage to objects and structures. #### Frenzied Pack *11th-level Despoiler feature* ___ Any beast, elemental, fey, and plant creatures within 10 feet of you that are your allies, gain a bonus to damage rolls equal to your Wisdom modifier. A creature can benefit from this feature from only one ranger at a time. At 18th level, the range of this aura increases to 30 feet. #### Ruinous Presence *15th-level Despoiler feature* ___ Your presence is anathema to the constructs of civilization. The following effects occur within 30 feet of you. * Crops transform into thick, thorny briars the course of a day. * Domesticated creatures become hostile and aggressive towards their owners. * Lawfully aligned creatures are wracked with awful headaches and their vision blurs. They suffer disadvantage on ability checks and attack rolls. * Preserved goods, including food and water spoil in minutes, becoming infested with maggots and mold even if they are in sealed containers. * Water taken from unnatural wells becomes infected with a disease of the DM’s choice. \pagebreakNum ## Wild Talents If a wild talent has prerequisites, you must meet them to learn it. You can learn the talent at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. If you ever lose a talent's prerequisite, you can't benefit from or use that talent until you regain the prerequisite. You can choose each talent only once, unless the talent's description says otherwise. ***Honed Talents.*** When you have the opportunity to gain a new wild talent, you can instead hone a talent you already know. Honing a talent grants additional benefits as described beneath each talent. When you replace a wild talent that you have honed with another, you can choose to hone the new talent immediately or learn two new talents instead of just one. You can hone each talent only once, unless the talent's description says otherwise. #### Dread Ambusher *Prerequisites: 9th level* You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. ***Honed.*** Your focus level starts at 3 if your focus is surprised at the start of combat. #### Experienced Camper ___ When you make camp in the wilderness, you can spend 10 minutes fortifying your camp against the elements. You and up to six other creatures sharing your camp can add your Wisdom modifier to Constitution saving throws made to resist the effects of extreme heat or cold as long as they are within your camp. Additionally, any fire you make in your camp is not extinguished by heavy precipitation or strong wind. ***Honed.*** When you take a short rest in a camp that you have fortified using this talent, you can add your Wisdom modifier to any hit dice expended by yourself and up to six other creatures sharing your camp. #### Haunting Specter *Prerequisites: Stalker in the Woods wild talent* When you successfully use your Stalker in the Woods talent to remain hidden from a creature you hit, the creature becomes frightened of you until you are no longer hidden from it. While frightened in this way, the creature suffers the following effect instead of the normal effects of the frightened condition: A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is not within line of sight. ***Honed.*** Whenever you hit a creature that is frightened of you in this way with an attack, the attack deals additional psychic damage equal to your Wisdom modifier. \columnbreak #### Herbalist You gather a collection of plants, herbs, and other natural materials with medicinal properties. Your collection can be used as a healer's kit, and can also function as a herbalism kit. You gain proficiency with herbalism kits. For every hour that you forage, you can add 1d4 uses to your collection, which can have a maximum of 10 uses. When you use your collection as a healer's kit, you draw from this pool of uses. For reference, a healer's kit can be used in the following way: As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. ***Honed.*** Your collection can now have a maximum of 15 uses. Additionally, when you make a check using your herbalism kit proficiency, you add double your proficiency bonus. #### Marine Hunter You gain a swimming speed equal to your walking speed and you can hold your breath for up to 15 minutes. You also have advantage on Dexterity (Stealth) checks made to hide underwater. ***Honed.*** The amount of time you can hold your breath increases to 30 minutes, and you have resistance to cold damage. Additionally, you ignore any of the drawbacks caused by a deep, underwater environment. #### Mountaineer You gain a climb speed equal to your walking speed, and you are acclimated to high altitudes, including elevations above 20,000 feet. You also have advantage on Dexterity (Stealth) checks made to hide in mountainous terrain. ***Honed.*** You gain resistance to damage caused by falling. You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) checks you make to climb, crawl, and otherwise maneuver on vertical surfaces and mountainous terrain. #### Naturalist *Prerequisite: Herbalist wild talent* You have discovered how to draw the most potential from the plants and herbs that are a part of your collection, able to treat wounds more effectively and even alleviate sickness and neutralize poisons. Over the course of a short rest, you can expend one use of your collection to cure a creature of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons by expending a use for each one, treating a different creature each time or the same one. ***Honed.*** When you expend a use of your collection to stabilize or restore hit points to a creature or to cure it of a disease or poison, it also gains temporary hit points equal to your strider level. #### Nimble Escape *Prerequisite: Dexterity 13 or higher* You can take the Disengage or Hide action as a bonus action on each of your turns. \pagebreakNum ***Honed.*** When you use your bonus action to take the Disengage or Hide action, you also gain the benefits of taking the Dodge action until the start of your next turn. #### Primitive Technology As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a simple weapon, or 2d4 pieces of ammunition. If the creature is Medium or larger, you can choose to instead make a set of either leather or hide armor. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. ***Honed.*** When you create an item from a slain creature of size Small or larger using this talent, you can choose to make a martial weapon instead of one of the other options. If the creature is Medium or larger, you can choose to make a set of either scale mail or splint armor instead of the other options. #### Shadowy Dodge *Prerequisites: 12th level* Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. ***Honed.*** When you use your reaction to impose disadvantage on a creature’s attack roll using this talent, the creature’s attacks against you for the remainder of the turn also have disadvantage #### Stalker in the Woods *Prerequisite: Dexterity 13 or higher* Adept at keeping hidden, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, when you hit a creature that you are hidden from with an attack, you can use your reaction to make a Dexterity (Stealth) check contested by the creature’s Wisdom (Perception) check. If you succeed, you remain hidden from the creature as long as you are at least lightly obscured. ***Honed.*** The first time you hit a creature with an attack on your turn, you can choose to remain hidden from it without having to make a check. #### Stargazer You can see normally in dim light for 60 feet, and while you can see the stars, you have advantage on checks made to navigate. ***Honed.*** When you finish a long rest during which you could see the stars, choose one skill with which you are not proficient. You gain proficiency in that skill until the next time the sun sets, or when you finish your next long rest, whichever happens sooner. #### Trapper You know how to maintain and set up hunting traps (PHB pg; 152) to draw out their maximum effectiveness. When you set up a hunting trap, it gains the following benefits. * The DC to avoid or escape the trap increases by an amount equal to your proficiency bonus. * Each time a creature takes damage from the trap, it takes additional damage equal to your Wisdom modifier (minimum of +1). * A creature attempting to free itself from the trap has disadvantage on its Strength check. ***Honed.*** When a creature fails the check to free itself from a hunting trap that you set up, the trap deals 2d6 piercing damage to it. #### Tree Spirits *Prerequisite: Wisdom 13 or higher* You have a number of spirit points equal to your Wisdom modifier. As a free action on your turn, you can expend spirit points from this pool to create a spell slot of a level equal to the number of spirit points you spend. You regain any expended spirit points when you finish a long rest. Your total number of spirit points can never exceed your Wisdom modifier, even if you would gain more from another source. You know the *druidcraft* cantrip, and the *entangle* spell. At 5th level, you learn the *barkskin* spell. Wisdom is your spellcasting ability for these spells. ***Honed.*** At 9th level, you learn the *speak with plants* spell. At 13th level, you learn the *grasping vine* spell. At 17th level, you learn the *tree stride* spell. Wisdom is your spellcasting ability for these spells. #### Trickster Spirits *Prerequisite: Wisdom 13 or higher* You have a number of spirit points equal to your Wisdom modifier. As a free action on your turn, you can expend spirit points from this pool to create a spell slot of a level equal to the number of spirit points you spend. You regain any expended spirit points when you finish a long rest. Your total number of spirit points can never exceed your Wisdom modifier, even if you would gain more from another source. You know the *dancing lights* cantrip, and the *faerie fire* spell. At 5th level, you learn the *calm emotions* spell. Wisdom is your spellcasting ability for these spells. ***Honed.*** At 9th level, you learn the *hypnotic pattern* spell. At 13th level, you learn the *hallucinatory terrain* spell. At 17th level, you learn the *mislead* spell. Wisdom is your spellcasting ability for these spells. #### Walker on White and Gold You are adapted to both extreme heat and cold, and you gain advantage on Dexterity (Stealth) checks made to hide in arctic and arid terrain. ***Honed.*** While in arctic or arid terrain, you can use your action to become heavily obscured until you move or take a different action or bonus action. #### Wild Revenant *Prerequisite: Constitution 13 or higher* When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. \pagebreakNum ***Honed.*** You can use this talent a number of times equal to your Constitution modifier, and regain any expended uses when you finish a long rest.