Rover
HD: d10
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: Pick one
Saving Throws: Strength, Dexterity
Skills: Perception, and choose 2 from Animal Handling, Athletics, Insight, Investigation, Nature, Stealth, and Survival
Features:
Awareness: Starting at 1st level you have a d4 awareness die. This die grows in size as you gain levels in the Rover class; d6 at level 5, d8 at level 9, d10 at level 13 and d12 at level 17.
Whenever you make an Intelligence(Investigation) or Wisdom(Perception) check you may add your awareness die to the roll.
Focus: You can choose to Focus on a single creature. You can do this as a bonus action if you can see or otherwise perceive the creature, or you can do it after succeeding on a Wisdom(Survival) check to follow a creature's tracks.
If you are Focused on a creature and Focus on another creature, you lose Focus on the first creature.
You can use your Focus on a creature to do a number of things. When you do so, you cannot use the Focus again until you spend a bonus action refocusing; you do not, however, have to be able to see the creature to refocus on it.
- If you miss a creature you have Focused, you can roll your Awareness die and add it to your attack roll.
- If you hit a creature with a weapon you have Focused and do not like a weapon die roll, you can roll your Awareness die to replace a weapon damage die roll.
Fighting Style: Starting at 2nd level, you can pick a fighting style. You gain an additional benefit
Archery: In addition, during a short or long rest you can enhance up to 20 pieces of ammunition that gives you a +1 bonus to damage when you hit with them. This bonus lasts until the next time you take a rest, and the ammunition can be recovered unharmed from a foe you reduce to 0 HP.
Defense: During a long or short rest you can tend to up to your proficiency bonus creature's wounds. When someone spends a hit die during a rest, they can reroll the hit die, but must keep the result.
Dueling: Your movement speed increases by 5', and when a creature makes an opportunity attack on you, you may expend a reaction to make a melee weapon attack on them afterwards.
Two-Weapon Fighting: During a short or long rest you can craft a two doses of poison. When applied to a weapon, the first time this weapon hits a creature they also take your awareness die poison damage. This poison lasts until the next time you take a rest.
Explorer:
At 2nd level, pick one:
- You gain a climb speed equal to your speed
- You gain a swim speed equal to your speed
- You ignore the first 2 levels of exhaustion, and recover 2 levels of exhaustion when you complete a long rest; it requires 8 levels of exhaustion to kill you.
- You have advantage on wisdom and charisma checks on beasts and monsters
Archtype
At 3rd level you pick a Rover archtype. It grants further features at 7th, 11th and 15th level.
Improved Awareness
At 3rd level, pick one skill you are proficient in. You add your Awareness die to all checks with that skill.
ASI
At 4th, 8th, 12th, 16th and 19th level level you pick an ability score improvement.
Extra Attack
At 5th level, when you take the attack action, you can attack twice instead of once.
In addition, the first time you hit a creature on your turn, you can choose to either shove or grab them with the weapon or ammunition. If ammunition is used to grab, it can hold creatures up to medium sized, and the ammunition has an AC of 10 and 1 HP.
Favored Enemy
At 6th level you can pick a Favored Enemy creature type. Creatures that are your Favored Enemy are always considered Focused, and you automatically Refocus on them at the start of your turn.
Improved Explorer:
Starting at 6th level, you gain an additional feature from the Explorer feature. In addition, you now ignore difficult terrain.
Skirmisher:
Starting at 8th level, your movement speed increases by 5'. In addition, before or after you make an attack you can move 5'.
Exploration Leader:
At 9th level, you gain all of the benefits of the Explorer feature. In addition, creatures of your choice within 20' of you ignore difficult terrain.
Forager: Starting at 10th level, you can craft up to your proficiency bonus in salves and poisons from natural ingredients. While taking a short or long rest in a natural environment you can forage for supplies to craft such equipment.
These salves and poisons require tending at least every hour or become ineffective, and you can only maintain up to your proficiency bonus at once.
Healing salve: Can be applied to yourself or an adjacent creature as a bonus action. The creature regains your awareness die in HP and can spend a HD to regain additional HP, and gains temporary HP equal to the damage healed. In addition, an effect Lessor Restoration could restore is cured over the next 1d6 minutes.
Contact Poison: When applied to a weapon or piece of ammunition, the next time a creature is damage by it they suffer additional damage equal to your awareness die. In addition, they must make a constitution save against DC 8+your wisdom bonus+your proficiency bonus or become poisoned until the end of their next turn.
When applied to an object, the next creature who picks up or handles the object takes the damage and must make the save against being poisoned.
Toughness: Starting at 12th level, when you make a saving throw, add your Awareness die to the result.
Pass Without Trace: At 13th level, you become unable to be tracked. Making attacks does not cause you to be revealed, and you can hide while lightly obscured.
If you are hidden from a creature, that creature has disadvantage on perception checks to see creatures you have helped hide within 60' of you.
Finally, you are immune to divination spells.
Focused Hunter:
Starting at 14th level, you can pick a 2nd Favored Enemy creature type at the end of a long rest. This remains a Favored Enemy until you replace it.
Weapon attacks on your Favored Enemies score critical hits on a 18, 19 or 20.
Leader of the Pack: At 17th level, as a reaction to a different creature you can see making an attack roll, ability check or saving throw, you can roll your awareness die and add or subtract it from its roll.
Feral Senses: At 18th level, you gain either blindsense 20' or tremorsense 40'.
Combat Reflexes: At 19th level, you gain a 2nd reaction, but can use no more than one per turn. When a creature attacks you and it isn't their turn, their attack is at disadvantage. If a creature forces you to make a save and it isn't their turn, your save is at advantage.
Apex Preditor: At 20th level, you always add your Awareness die to your weapon attack and damage rolls.