Beast Spirit
→ Beast Spirit
Domain: Fauna
Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
- You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
- Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
- Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
- You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
Danger Sense
→ Danger Sense
Domain: Fauna
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
- You have advantage on Dexterity and Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Feral Instinct
→ Feral Instinct
Domain: Fauna
Your instincts are so honed there is nothing that surprises you.
- You have advantage on initiative rolls.
- If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
Feral Senses
→ Feral Senses
Domain: Fauna
You gain preternatural senses that help you fight creatures you can't see.
- When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
- You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Ferocious Charger
→ Ferocious Charger
Domain: Fauna
- You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (
DC 8 + your proficiency bonus + your Strength
) or be knocked prone. You can use this feature only once on each of your turns.
Fleet of Foot
→ Fleet of Foot
Domain: Fauna
- Your speed increases by 5 meter while you aren't wearing armor.
- You can use the Dash action as a minor action on your turn.
Frenzy
→ Frenzy
Domain: Fauna
Prerequisite: 14th Level
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you take the Attack action on your turn, you can make up to two additional attacks with it, provided that each attack targets a different creature this turn.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Hide in Plain Sight
→ Hide in Plain Sight
Domain: Fauna
- You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
- Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
Once you move, take an action, or a reaction, you must camouflage yourself again to gain this benefit.
- Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
Instinctive Pounce
→ Instinctive Pounce
Domain: Fauna
- When a creature ends its turn within 5 meter of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.
Roving
- Your walking speed increases by 5
- You gain a climbing speed and a swimming speed equal to your walking speed.
Survival Instincts
→ Survival Instincts
Domain: Fauna
- You become proficient in your choice of two of the following skills: Animal Handling, Medicine, or Nature.
- If your are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make that uses that skill.
You can select this feat twice.
Vanish
→ Vanish
Domain: Fauna
Prerequisite: 14th Level
- You can use the Hide action as a bonus action on your turn. If you remain motionless (no movement, attacks, etc.) on the turn you use the Hide action, you gain a bonus to the Dexterity (Stealth) check you make to hide equal to your Wisdom modifier.
- You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
- You can't be tracked by non-magical means, unless you choose to leave a trail.