Forest Walker
eral Instincts
By the time you choose this archetype at 3rd level, you are
adept at exploring like that of a wolf, panther, or other forest
dwelling beast. While you are not incapacitated, you always
land on your feet, and take no falling damage from falls less
than 30 feet. You have advantage on Wisdom (Perception)
checks that rely on scent.
Pounce
Also starting at 3rd level, you emulate creatures of the forest
even in battle, striking with ferocity and pouncing towards
your enemies. Once on each of your turns, when you make a
weapon attack as part of the Attack action, you can choose to
jump up to 20 feet before making the attack. If you jump at
least 10 feet, and the attack hits, it deals an additional 1d6
damage on a hit, and the creature must succeed on a Strength
saving throw against your spell save DC or be pushed up to 5
feet directly away from you, or knocked prone (its choice).
The additional damage changes to 2d6 at 11th level in this
class.
Cat and Mouse
Beginning at 7th level, you read your prey with ease. When
you hit a creature with a weapon attack on your turn, you can
focus on that creature, granting it disadvantage on the next
attack it makes against you before the start of your next turn.
You can only focus on one creature at a time using this
feature. If you attempt to focus on a second creature, you lose
focus on the first.
Swipe
By 11th level, you have perfected your hunting tactics. If you
hit a creature with the weapon attack made as part of your
Pounce feature, you can make an additional weapon attack
against a different creature within 10 feet of the target as part
of the same action.
Spring Back
Starting at 15th level, you are you are always aware of your
surroundings. Whenever a creature or effect you can see
forces you to make a saving throw to avoid damage, you can
use your reaction to halve the damage against you, regardless
of if you succeed or fail the saving throw.
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