Natural Explorer

At 1st level, you become adept at focusing your attention to guide your own and your allies' way through hostile environments, especially in the wilderness. You gain a number of Ranging die equal to your Wisdom modifier (minimum one), which are d4s. You regain any expended uses at the end of a long rest. As a bonus action, you can expend one of your Ranging die to hone your survival skills. Roll the die, then select a number of benefits to apply to you and your group equal to the number rolled + 2, choosing from the list below:

You and your group gain a climbing speed of 10 feet and ignore difficult terrain.

On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted, and you and your group all gain a bonus to your initiative rolls equal to your Wisdom modifier.

You always know which way is north, and you can remember everything you see and hear in extreme detail for the duration of this feature, but once the duration ends you subsequently remember the period of time in only a normal amount of detail.

You have advantage on Wisdom (Animal Handling) checks to calm beasts that are not openly hostile to you.

You and your group remain alert to danger even whilst engaged in other travelling activities, such as foraging, navigating or tracking.

You have advantage on Wisdom (Survival) checks to navigate, and, while tracking other creatures, you also learn their approximate number, their sizes, and how long ago they passed through the area.

You and your group can move stealthily whilst travelling at a normal pace.

When you and your group forage, you find twice as much food and water as you normally would.

In addition, you always gain an extra benefit due to the type of environment in which you first received your ranger training. Choose an environment when you gain this feature which represents your origin environment: arctic, coast, desert, forest, grassland, mountain, swamp, or underground. Whenever you expend a Ranging die to hone your survival skills, you automatically gain the additional benefit appropriate to your chosen origin environment.

Origin Environment Benefit Arctic Whenever you roll initiative you gain temporary hit points equal to your Wisdom modifier. Coast You gain a swim speed of 15 feet (or it increases by 15 feet if you already have it) and you can use melee weapons underwater without disadvantage. Desert When you take fire damage, the damage is reduced by 1. Forest You can attempt to hide even when you are only lightly obscured by foliage and other natural phenomena, and you can't be tracked except by magical means. Grassland When you take the Disengage action, your movement speed increases by 15 feet until the end of your turn. Mountain You have advantage on saving throws against being knocked prone or forced to move. Swamp You have advantage on saving throws against diseases and the poisoned condition. Underground You gain darkvision to a range of 30 feet, or it is increases by 30 feet if you already have it.

Any benefits gained in this way last for a number of hours equal to your Ranger level or until you fall unconscious. Allies must be conscious and remain within 120 feet of you to gain the benefits provided by your Natural Explorer feature.