Archetype Attributes
Mana
- Mana per Level (Starting at 3rd Level): Equal to your Wisdom modifier per ranger level (minimum 1)
Archetype Progression
Spellcasting
By the time you reach 3rd level, you've learned to the channel the magic of astral plane to cast spells. You'll need to familiarlize yourself with the
rules of spellcasting, and you can choose your known spells from the
Druid Spells list. The chosen spells count as survivalist spells for you.
At certain levels in this class, the number of unrestricted spells you can choose from other schools of magic increases.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip at 10th level in this class.
Spontaneous Spells of 1st Level and Higher
You can spontaneously cast any survivalist spell you know. The number of survivalist spells you know is equal to your Wisdom modifier + half your ranger level. Whenever the number of spells you know increases as a result of your Wisdom modifier or level increasing, you can learn an additional survivalist spell of your choice and replace a spell you know you know with another spell from the
Druid Spells list.
Maximum Spell Level
You cannot cast a spell that has a higher level than your maximum spell level. As a 3rd level ranger (survivalist), you can only cast 1st level survivalist spells. Your maximum spell level increases as you gain levels in this class, as shown in the Archetype Progression table.
Spellcasting Ability
Wisdom is your spellcasting ability for your survivalist spells, since your magic is fueled by your connection to other planes. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a survivalist spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
- Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your survivalist spells.
Survivalist Magic
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Survivalist Spells table. The spells counts as a survivalist spell for you, but it doesn't count against your number of known spells.
Survivalist Spells
Veteran Explorer
Also at 3rd level, your exposure to a variety of biomes has allows you to adapt to certain environments. You gain an additional favored terrain from the Ranger's Natural Explorer feature, and for each favored terrain you have or gain in the future, you gain the associated benefit:
- Arctic: You gain resistance to cold damage and your Fatigue Limit isn't reduced by extreme cold.
- Coastal: You gain a swimming speed equal to your walking speed and your Suffocation Limit is doubled.
- Desert: You gain resistance to fire damage and your Dehydration Limit is doubled.
- Forest: You gain proficiency in the Perception skill. If you're already proficient, you gain expertise, doubling your proficiency bonus for any Perception checks.
- Grasslands: Your Fatigue, Starvation, and Dehydration Limits are doubled.
- Mountain: You gain a climbing speed equal to your walking speed. In addition, you can use your reaction you fall to reduce any falling damage you take by half.
- Swamp: You gain resistance to poison damage and advantage on saving throws made to resist or recover from diseases.
- Gloomlands: You gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 60 feet instead.
Adaptive Tactics
At 6th level, your experience with all manner of hostile creatures has given you the insight necessary to survive. You gain one of the following features of your choice.
- Escape the Horde. Opportunity attacks against you are made with disadvantage and you can't be the target of more than one opportunity attack on your turn.
- Multiattack Defense. When a creature hits you with an attack, you gain a +5 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Fortified Mind. You gain proficiency in Wisdom saving throws.
You can replace your chosen feature with another from list above when you finish a long rest.
Maximum Spell Level Increase (2nd-Level Spells)
Also at 6th level, you gain the ability to cast 2nd-level survivalist spells.
Survivor
At 10th level, when you make a death saving throw, you can add your Wisdom modifier (minimum of 1) to the roll. If the total of the roll is 20 or higher, you regain 1 hit point and are no longer
Dying.
Maximum Spell Level Increase (3rd-Level Spells)
Also at 10th level, you gain the ability to cast 3rd-level survivalist spells. You also learn an additional cantrip of your choice from the druid spell list.
Wild Resilience
At 14th level, your experience allows you struggle through even the most physically strenuous tasks. When you make a Strength, Dexterity or Constitution check or saving throw, you can use your reaction to add your Wisdom modifier (minimum of 1) to the roll.
Maximum Spell Level Increase (4th-Level Spells)
Also at 14th level, you gain the ability to cast 4th-level survivalist spells.
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