Scout Talent Tree

*Requirements: 1 Trap Component*

*Duration: 8 hours*

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the area. The alarm will always be audible, but you can choose to construct an alarm which gives off a more natural sound, i.e a bird call using a whistle.  As attuned as you are to the sounds of the wilderness, this alarm will always wake you.  You can designate allies who will not set off the trap by informing them how to step over it.

### Animal Friendship

*Time: 1 action*

*Range: 30 feet*

*Duration: 24 hours*

*Requirements: A morsel of food*

You convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, this talent fails. Otherwise, the beast must succeed on a Wisdom saving throw or be considered charmed by you for the duration. If you or one of your companions harms the target, the talent ends.

At Higher Levels. When you use this talent using a stamina slot of 2nd level or higher, you can affect one additional beast level above 1st.

### Detect Poison and Disease

*Time: 1 action*

*Range: Self*

*Duration: Concentration, up to 10 minutes*

You have an uncanny ability to find where poisons may be kept, and the training to recognise certain illnesses.  For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.  You only need to see the poison in question.  If it is locked away, you cannot fully identify it, but your instinct will tell you where it is kept.

The talent can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

### Fog Grenade

*Time: 1 action*

*Range: 120 feet*

*Duration: Up to 1 hour*

*Requirements: Fog Grenade*

You hurl a fog grenade into an available space to create a 20-foot-radius sphere of fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.  You have ten grenades initially, and can forage for natural materials to create them, the time and cost of which is negligible for you.

At Higher Levels. When you use this talent using a stamina slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

### Hunter's Mark

*Time: 1 bonus action*

*Range: 90 feet*

*Duration: Concentration, up to 1 hour*

You choose a creature you can see within range and mentally mark it as your quarry. Until the talent ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this talent ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you perform this talent using a stamina slot of 3rd or 4th level, you can maintain your concentration for up to 8 hours. When you use a stamina slot of 5th level or higher, you can maintain your concentration for up to 24 hours.

### Inspired Aim

*Time: 1 Action*

*Range: 30 ft.*

*Duration: concentration, up to 1 minute.*

By shouting helpful tips and using gestures to your allies, up to three creatures of your choice that you can see gain a +2 bonus to ranged attacks for the duration.

### Jump

*Time: 1 action*

*Range: Self*

*Duration: 1 minute*

Using your training and natural ability, you focus your stamina, with the result that your jump distance is tripled until the talent ends.

### Longstrider

*Time: 1 action*

*Range: Self*

*Duration: 1 hour*

By focusing your stamina, your speed increases by 10 feet until the spell ends.

### Nourishment

*Time: 1 action*

*Range: Touch*

*Duration: Instantaneous*

*Requirements: Edible berries or plant matter*

You have learnt how to obtain nutrients from even unlikely sources.  Once per day, you can prepare 10 morsels of natural plant material. A creature can use its action to eat one. Eating a morsel restores 1 hit point, and it provides enough nourishment to sustain a creature for one day.  You decide what form these morsels take, whether it is a pill or capsule, or whether it is prepared as an ingredient in a snack or a meal.  You can forage and prepare these at any point in the day, even in an urban location, and the time taken is negligible.

The morsels lose their nutritional value if they have not been consumed within 24 hours of preparation.

### Observe Animals

*Casting Time: 1 action*

*Range: Self*

*Duration: 10 minutes*

Using your knowledge of the wilds, you can observe animals in the area.  At minimum, you may be able to observe information about nearby locations and monsters, for example, by identifying whether a creature is scared, if they have fled from a certain direction, or if their usual daily patterns have been disturbed.  You may be able to tell certain things about domestic animals too, for example, whether a dog has been beaten and by what type of person.

### Scout's Poultice

Time: 1 action

Range: Touch

Duration: Instantaneous

Requirements: 1 Elfroot

You have learnt how to effectively prepare and use a poultice both in and out of combat.  When in the wilderness, you can roll with advantage to forage for wild elfroot, or else buy some.  The cost and time to prepare poultices is negligible, you may create as many poultices as you have elfroot for.  This style of last-resort healing is tiring for you, however, taking up stamina and expending the equivalent of a spell slot.

A creature you apply this poultice to regains a number of hit points equal to 1d8 + your talent ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you use this talent using a stamina slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

## Tier Two

### Find Traps

*Time: 1 action*

*Range: 120 feet*

*Duration: Instantaneous*

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this talent, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, you would sense an area affected by the alarm, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

### Locate Animals or Plants

*Time: 1 action*

*Range: Self*

*Duration: Instantaneous*

You have an uncanny ability to locate creatures and foliage.  Describe or name a specific kind of beast or plant. Concentrating on what you know of nature, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

### Pass without Trace (Talent)

*Time: 1 action*

*Range: Self*

*Duration: Concentration, up to 1 hour*

You use your training to conceal, masking you and your companions from detection. For the duration, each creature you impart your knowledge on within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

### Protection from Poison

*Time: 1 action*

*Range: Touch*

*Duration: 1 hour*

*Requirements: 1 Elfroot*

You treat a creature with one of your concoctions. If it is poisoned, you neutralise the poison. If more than one poison afflicts the target, you neutralise one poison that you know is present, or you neutralise one at random.  You can forage daily for materials, and the cost and time to prepare the treatment is negligible.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

### Stun Seed

*Time: 1 action*

*Range: Touch*

*Duration: Instantaneous*

You create a crude, natural grenade from materials found in the wild and elsewhere, creating a husk of chemical energy in the shape of a large seed. As part of the action, you can make a ranged attack with one of the seeds by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. On a hit, the target takes acid damage equal to 2d8 + your spellcasting ability modifier.

Regardless if the seed hits or misses, it explodes and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d8 acid damage and be pushed 5 feet back from origin of the explosion. If the target fails, it is stunned until the beginning of its next turn.  You can forage for the materials to make these in any location, and the time to do so is negligible.

### Treat Condition

*Time: 1 action*

*Range: Touch*

*Duration: Instantaneous*

*Requirements: 1 Elfroot*

You have learnt how to treat certain conditions without using an injury kit or health poultice, only a elfroot concoction of your own making.  You apply it with haste to a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed, or poisoned.  You can forage daily for materials, and the cost and time to prepare this treatment is negligible.

## Tier Three

### Aquatic Scouting

*Time: 1 action*

*Range: 30 feet*

*Duration: 24 hours*

*Requirements: The stretched bladder of an animal, such as a ram, and reed straws.*

With this ability you are able to fashion together crude waterbreathing apparatus, allowing up to ten willing creatures intelligent enough to use it the ability to breathe with straws and bladders.  Every 15 minutes, targets must return to at least 10ft below the surface to regain more air for their apparatus, which takes one action.  Targets also gain a swimming speed equal to their land speed, as long as you are within a range of 120ft to instruct them.  You can use the apparatus and instruct the creatures for 24 hours before you have to reassemble.

### Flame Arrows

Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

You slather an ointment on your arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The ointment does not last long, ending on the piece of ammunition when it hits or misses, and you have enough for twelve at a time.

At Higher Levels. When you use this talent using a stamina slot of 4th level or higher, the number of pieces of ammunition you can affect increases by two for each slot level above 3rd.

### Lightning Arrow

Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

You transfer a dangerous, crackling salve rapidly to your arrows. The next time you make a ranged weapon attack in the duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon deals lightning damage. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form as the ointment wears off.

At Higher Levels. When you use this talent with a stamina slot of 4th level or higher, the damage for both effects of the talent increases by 1d8 for each slot level above 3rd.

### Nondetection

*Time: 1 action*

*Range: Touch*

*Duration: 8 hours*

*Requirements: Lyrium of an amount worth 25gp, used to make a special ointment*

For the duration, you hide a target that you apply the ointment to from magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

### Observe the Wilds

*Time: 1 action*

*Range: Self (30-foot radius)*

*Duration: 10 minutes*

You observe the wilds, rapidly examining an area within 30ft of you.  With this talent, you can glean information from the natural foliage about events in range within the past day, gaining information about creatures that have passed, weather, and other circumstances.  The kind of information given is determined by the DM, but it requires no checks to glean the presence of tracks or hidden items, for example.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.  To do this requires an additional minute of manipulating the terrain by hand.

This talent means you can release a creature restrained by the Entangle spell.

### Summon Beasts

*Time: 1 action*

*Range: 60 feet*

*Duration: Concentration, up to 1 hour*

*Requirements: Calling whistle*

You summon animal allies to fight alongside you for the duration. They appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 2 or lower

Two beasts of challenge rating 1 or lower

Four beasts of challenge rating 1/2 or lower

Eight beasts of challenge rating 1/4 or lower

Each beast disappears when it drops to 0 hit points or when the duration ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level stamina slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

### Traverse the Unstable

*Time: 1 action*

*Range: 30 feet*

*Duration: 1 hour*

This talent grants the ability to move across any unstable surface--such as crumbling stone, earth or wood, acid puddles, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration as long as you are within 120ft to instruct them.  Surfaces of unbroken liquid deeper than 15ft cannot be traversed with this spell.

If you target a creature submerged or buried, the target is able to climb to the surface at a rate of 60 feet per round.

### Use Salve

*Time: 1 action*

*Range: Touch*

*Duration: Concentration, up to 1 hour*

*Requirements: A salve of the kind needed*

For the duration, the willing creature you apply the salve to has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.  You can forage for materials to make these salves in a variety of locations, and the time to do so is considered negligible.

## Tier Four

### Freedom of Movement

*Casting Time: 1 action*

*Range: 120ft*

*Duration: 1 hour*

You instruct a willing creature, with words or gestures. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralysed or restrained.

The target can also spend 5 feet of movement to automatically escape from non-magical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

### Locate Creature

*Time: 1 action*

*Range: Self*

*Duration: Concentration, up to 1 hour*

Describe or name a creature that is familiar to you. You can use your surroundings, as well as what you know about the target to predict the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The talent can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a shapeshifting spell, this spell doesn't locate the creature, but may be able to give you its last location.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

### Phasewalk

*Casting Time: 1 action*

*Range: Self*

*Duration: Concentration, up to a minute*

Once per turn, you can move almost undetected. Each 5 feet of Phasewalk costs 10 feet of movement. You don't provoke opportunity attacks, you aren't considered to have entered in an spell or effect's area unless you end your movement there, and traps based on location don't go off.

You can enter a creature's space with this movement, and the first time each turn you do so the creature must make succeed on a Dexterity saving throw or take 2d6 force damage as you slam into them. If you make an attack at the end of this movement, it is at advantage.

At Higher Levels. When you use this talent using a stamina slot of 5th level or higher, the damage increases by 1d6 for each slot level above the fourth.

## Tier Five

### Commune with Nature

*Time: 1 minute*

*Range: Self*

*Duration: Instantaneous*

By climbing to a vantage point, taking the time to use prior knowledge or studying even the most basic map, you gain knowledge of the surrounding territory. In the outdoors, the talent gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water

• prevalent plants, minerals, animals, or peoples

• powerful demons or spirits

• other influence from the Fade

• buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

### Volley

Time: 1 action

Range: 150 feet

Duration: Instantaneous

You split a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

### Agonizing Whip

*Time: 1 action*

*Range: 20 feet*

*Duration: 1 minute*

You coalesce a whip out of pure coalesced pain that hums with the faint screams of horrors inflicted past. When you cast this spell, you make 3 melee spell attacks at targets within range. You can lash out at one target or several. On a hit, the target takes 3d8 psychic damage.

If at least two of your attacks hit the same creature, the creature must make a Constitution saving throw or be incapacitated for the duration. If three hit, the creature is stunned for the same duration. At the end of each of its turns, it can make another Wisdom save. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, you make an additional attack for each slot level above 5th.

### Flashing Blade

*Casting Time: 1 action*

*Range: self*

*Duration: Concentration, up to 1 minute*

Whenever you make an attack on your turn, you can draw the weapon you use to initiate this talent and move up to 15 feet without provoking opportunity attacks prior to the attack. Immediately after that attack, you return to your original position and sheathe your weapon.

Additionally, when a creature moves into or within a 15 foot radius of you, you can have it take 2d8 slashing damage for every 5 feet it travels.

At Higher Levels. When you use this talent with a stamina slot of 6th level or higher, the damage of the spell increases by 1d8 for each slot level above the fifth.