UA Ranger and Edits
Brandon is using the most recent UA Ranger class from,
There are three edits being made to make it work better in an exploration focused campaign.
1. The line ‘You ignore difficult terrain’, will be changed to,
Every turn when moving you can ignore the movement penalty of one square (5’) of difficult terrain of any type. You can ignore the movement penalty of any number of squares of difficult terrain if it is caused by vegetation.
2. The line ‘Difficult terrain doesn’t slow your group’s travel’, will be changed to,
Every day, a party with a UA Ranger gets 4 extra AP for overland movement.
3. The following two paragraphs of ‘Primeval Awareness’ will be replaced.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Additionally, when exploring you can attune your senses to determine if any of your favored enemy lives nearby. You are sensing patterns in tracks and trails, the behavior of animals as the presence of your enemy ripples out thru the ecosystem, their scent on the wind, and such. Even if the deer right here have not seen your favored enemy, they have noticed that a grumpy bear came by, which noticed the vultures circling the dark pit it fears to enter and ran away from. You are noticing patterns of clues like that, with a bit of magical divine help to find even more clues no normal human could. So you will get a rough location, enough to home in to the area of the site. And a rough sense of the number, like an army, a dozen, or solitary. And perhaps some clue about type if humanoid, as goblinoid, civilized races, or lizardfolk have very different habits and impact on the ecosystem.
This ability works to find sites that are ‘actively’ being used by your favored enemy. ‘Active’ means there are some there and they have been there some time. A few human adventurers in an ancient human made tomb for the last hour wouldn’t set it off. Some bandits using an ancient tomb as a hideout for the last few weeks would.
This works in the homebrew exploration rules as follows,
When you Survey a hex, you can automatically find a Hidden site that is actively being used by your favored enemy. You also can automatically detect the presence of active Standard sites in all adjacent hexes, when you Survey a hex.
When moving at Slow movement rate, you can automatically find a Standard site that is actively being used in that hex.