The document provides descriptions of several exploration knacks, or special abilities, that a ranger can choose from. These include the ability to summon swarms of creatures to blind and slow enemies; communicating with beasts to gain information or requests; using sound and vibration to detect surroundings similar to blindsight; foraging for plants and grubs to restore hit points; traveling additional hours before needing a constitution save; succeeding on journey activities while scouting; building shelters; and creating healing salves.
The document provides descriptions of several exploration knacks, or special abilities, that a ranger can choose from. These include the ability to summon swarms of creatures to blind and slow enemies; communicating with beasts to gain information or requests; using sound and vibration to detect surroundings similar to blindsight; foraging for plants and grubs to restore hit points; traveling additional hours before needing a constitution save; succeeding on journey activities while scouting; building shelters; and creating healing salves.
The document provides descriptions of several exploration knacks, or special abilities, that a ranger can choose from. These include the ability to summon swarms of creatures to blind and slow enemies; communicating with beasts to gain information or requests; using sound and vibration to detect surroundings similar to blindsight; foraging for plants and grubs to restore hit points; traveling additional hours before needing a constitution save; succeeding on journey activities while scouting; building shelters; and creating healing salves.
swarms of Tiny native creatures enter the Calls of the Wild spaces of up to 5 Small, Medium, or Large Using verbal and nonverbal cues to communicate creatures you choose, or the space of a Huge with beasts, you can gain basic information from or Gargantuan creature. Each enemy creature them or make a simple request (like delivering a in the swarm’s area must make a Constitution short message or small object). saving throw against your maneuver DC or become blinded and slowed until the start of Ear to the Ground your next turn, and loses concentration on By expending 1 minute remaining stationary, using any spell or effect it is concentrating on. On sound and vibrations alone, until you move or take a successful save, an enemy creature is an action you are able to deduce information up to instead slowed. 30 feet in every direction, as if using blindsight or
Exploration Knacks tremorsense.
When you gain access to a new exploration knack,
choose one of the following. Some knacks have Expert Foraging requirements, such as minimum ranger level or Once between long rests, you can take 1 minute another knack. You must meet those requirements to collect a number of edible, non-poisonous plants before you choose that knack. and grubs equal to your proficiency bonus. A crea- ture can use its action to eat up to 5 plants or grubs,
Beast Friend each of which restores 1 hit point and constitutes
1 Supply. The grubs die and spoil 1 hour after If you spend 10 minutes befriending and feeding being collected. a Medium or smaller beast of CR 1/8 or less, you become its guardian ranger. It follows you and is loyal to you, but it acts independently. In combat, Forced Marcher it rolls its own initiative and acts on its own turn. You can travel an additional number of hours equal The beast won’t attack except as a reaction to to your proficiency bonus before needing to make a being attacked, but it can take other actions as Constitution saving throw for a forced march. normal and makes death saving throws. You can only be a guardian ranger to one beast at a time. Guide While traveling, when you would have a failure or Build Shelter critical failure for a Scout journey activity, you You can spend a day (8 hours) building a basic shelter succeed instead, and you can Scout while engaged which protects up to 8 people from the elements and in any other journey activity. reduces the likelihood of attack from monsters and bandits. The shelter counts as a haven. It lasts for as Healing Salves long as it is needed, but falls apart permanently after Once between long rests you can spend an hour to being left for a month unattended. collect natural ingredients and concoct an ointment Once you have used this feature, you cannot do that speeds healing. This salve is potent for 24 hours so again for a week. and has a number of uses equal to 1 + your Wisdom modifier. As an action, you can use the salve to restore 1d4 hit points to a creature within reach.