Skilled Survivalist
Beastmaster | Fantastic Fletcher | Monster Hunter
Partisan | Skilled Survivalist | Tenebrous Stalker
Titanist | Warden | Wildborn | Wingrider
Some rangers are especially home in the wilderness. Agile hunters able to live off of the bounty of the land, they are often found as scouts and guides.
Unarmored Defense
At 3rd level when you select this archetype, you learn to keep yourself safe without the need for armor. While not wearing armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Self-Sufficient
Also at 3rd level, you learn to rely on your advanced wilderness skills to see you through. Choose one of the following to be proficient in: Perception, Stealth, Survival, Nature. If you are already proficient, you can instead gain an expertise die .
You also can fashion your own weapons. When in an area with the appropriate raw materials available (as determined by the Narrator), you can fashion one of the following over the course of a short rest with the aid of a dagger or similar bladed implement: blowgun with 10 needles, shortbow with 5 arrows, 50 needles, 20 arrows, club, greatclub, quarterstaff, spear. If you also have a sharp stone such as flint or obsidian available, you can fashion a dagger, handaxe, or macuahuitl (if culturally appropriate) without the use of a bladed implement.
These weapons have the flaw property and any creature except you suffers disadvantage on attack rolls made with them.
Trained Hunter
Finally, at 3rd level you become especially adept at hunting local creatures. Choose one of the following creature types: beast, monstrosity, plant. You gain an expertise die on attack rolls made against creatures of the chosen type. Additionally, when you deal damage to such a creature, it takes an additional 1d4 damage.
At 7th level, this damage increases to 1d6 and this feature also applies to creatures with the beast, monstrosity, and plant types.
At 15th level this damage increases to 1d8. Additionally, select one of the following creature types: aberration, celestial, fey, fiend, or undead. This feature now also applies to the chosen creature type.
Wilderness Specialization
Beginning at 7th level, your skills increase. Choose one of the following journey activities: Harvest, Hunt and Gather, Scout, Track. When you perform the chosen activity, treat your result as one category higher than normal. Critical failures count as failures, failures become successes, and successes become critical successes. Critical successes have no additional effect.
Resilient
At 11th level, you gain proficiency in Constitution saving throws .
Careful Steps
At 15th level, you are incredibly light on your feet. While unarmored, your walking speed increases by 10 feet, and while in a natural environment you gain advantage on all Acrobatics, Athletics, and Stealth checks.