Trancers possess a unique ability to enter a trance-like state to augment their body and mind by consuming certain substances. When this ability is combined with their martial training and honed senses, they become capable of feats far beyond that of most other beings.

Whether they employ their trade as scouts, utilizing their enhanced senses, or as soldiers on the front line, amplifying their already considerable strength and agility, trancers are a force to be reckoned with, always carrying a trick up their sleeve.

Substance trance

When you choose this archetype at 3rd level, you realize your potential for inducing a substance trance, and which talents you are able to use. You can use a bonus action to ingest a substance, which can be anything from ground minerals, beans, herbs and such, or even certain liquids, to activate a talent.

Talents You unlock two talents of your choice, which are listed below. You have four uses of these talents, which you regain when you finish a short or long rest.

You unlock one additional talent of your choice at 7th, 10th, and 15th level.

Heightened Senses. For one minute, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, you have advantage on Perception checks related to hearing, and you can't be surprised while you are conscious.

Increased Vigor. For one minute, your jump distance is doubled, your movement speed is increased by 10 feet, and you gain a bonus to initiative equal to your Constitution modifier.

Mental Augmentation. Once within the next minute, you can roll 1d6 and add the number rolled to one ability check, attack roll, damage roll, or saving throw you make that uses Intelligence, Wisdom, or Charisma. You can wait until after you roll the d20 before deciding to use this die, but must decide before the DM says whether the roll succeeds or fails.

Rush. For two hours, you are immune to sleep, your travel speed is doubled, and if you suffer from exhaustion, you are treated as having two levels less.

Physical Augmentation. Once within the next minute, you can roll 1d6 and add the number rolled to one ability check, attack roll, damage roll, or saving throw you make that uses Strength, Dexterity, or Constitution. You can wait until after you roll the d20 before deciding to use this die, but must decide before the DM says whether the roll succeeds or fails.

Piercing Gaze. For one minute, you can see in nonmagical darkness and dim light as if it were bright light, and you can take the Search action as a bonus action.

Purifying Trance. For one minute, you suppress the effects of any poison or disease affecting you, and gain resistance to poison damage.

Renewed Vitality. You regain 1d6 hit points, and you ignore the effects of extreme hot and cold climates for one hour.