Way of the Wild (5A)

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One with nature, the lord of the wild might have retreated into the wild or even been brought up by animals. From this comes a deep unity with wild things. Having mastered their wilderness home, lords of the wild go exploring new lands, both wild and tamed, often as a guide and overseer of other explorers.

Wilderness Home

Starting when you choose this tradition at 3rd level, you gain proficiency in the Survival skill. If you have or gain proficiency in Survival from another source, you gain expertise, allowing you to double your proficiency modifier on Survival checks. You can use Wisdom (Survival) to befriend wild animals in a manner similar to how Charisma (Persuasion) can be used to befriend people.

Clinch

At 3rd level, once per round on your turn when you hit with an unarmed attack, you can make a Strength (Athletics) or Dexterity (Acrobatics) check to start a Grapple as a part of the attack. If you are attacking a creature of the beast type, you can use Wisdom (Survival) for the Grapple instead of Strength (Athletics).

Branchiation

At 6th level you can move at normal speed through wood, overgrown terrain, and other areas with a lot of handholds such as clotheslines in a city. You ignore difficult terrain when moving in this way, even difficult terrain caused by other sources. If the handholds extends from the ground, you can also move vertically up to the maximum height of the handholds, without having to climb.

You also gain a climb speed and swim speed equal to your land speed.

Primal Companion

At 11th level, this is the same as the optional Beast Master Conclave Ranger ability by the same name.

Ghost of the Wild

At 17th level, whenever you are 50 ft. or more away from an enemy, they cannot see you.