[ +- ] Aerial Expert
Prerequisite: Glide trait
Years of practice or an innate talent have made you adept at gliding. You gain the following benefits:
You no longer need to move at least 10 feet to perform long and high jumps. You may choose whether the jump uses your Strength or Dexterity score for determining height or distance, and you double the distance you would normally leap in either case.
You may take the Dash action while gliding to fly an additional distance up to your movement speed.
You may change direction freely while gliding, and may gain up to 10 feet of altitude once before you finish your descent.
[ +- ] Bandit Cunning
Your time as a bandit has granted you a sense for danger, and made you skilled at sizing up opponents. You gain the following benefits:
When you are asked to make a saving throw, you may spend your reaction to add your Intelligence modifier as an additional bonus to the saving throw. You cannot use this ability again until you have completed a long rest.
During combat, you can use your action to make an Intelligence (Investigation) check against any creature you have seen fight. As long as you succeed against a DC of 10 + their challenge rating, you can learn one useful fact of your choice about the target’s combat abilities. Choose from:
one damage resistance or immunity
one condition immunity
one special ability possessed by the creature that either does damage, or prevents damage
one option under their attack, legendary, or reaction actions
one special sense they possess
[ +- ] Heavy Glider
Prerequisite: Glide trait
You were either born with great strength, or trained hard to allow yourself to glide under circumstances most would find impossible. You gain the following benefits:
You may glide while holding a heavy weapon and wearing heavy armor as long as you aren’t encumbered.
You may choose to land your glide in a space occupied by a hostile creature that is Large or smaller. If you do so, you may roll an opposed Strength check against the creature. On a success, you push them 10 feet away and knock them prone with the force of your impact. On a failure you land in the nearest un-occupied space.
[ +- ] Opportunistic Thief
You have learned the tricks of the trade of thievery, allowing you to exploit opportunities for pick-pocketing both in and out of combat. You gain the following benefits:
Increase your Dexterity score by 1.
When a creature fails a melee attack roll against you in combat, you can make a Dexterity (Sleight of Hand) check against a DC equal to 10 + the target’s Dexterity modifier. On a success, you may steal any one item that is not being held or worn by the target.
Whenever you successfully use your Sleight of Hand skill outside of combat to steal an object, you may immediately conceal it flawlessly on your person, or put another object you possess in its place.
[ +- ] Perfect Landing
Years of living at great heights have taught you how to fall more gracefully. You gain the following benefits:
Increase your Dexterity score by 1
Reduce the damage die for fall damage from a d6 to a d4.
You do not fall prone after taking falling damage.
You do not take damage for the first 30 feet of your fall.
[ +- ] Speech of the Ancient Beasts
You have a special connection with the natural world. Great beasts regard you as their kin, and you possess the ability to speak the languages of the most powerful and mystic of their kind. You gain the following benefits:
Increase your Charisma score by 1.
Beasts of Large size or larger have a friendly disposition toward you unless you have attacked them.
You have advantage on Charisma checks made against beasts that are of Large size or larger.
You can speak and understand Giant Eagle, Giant Elk, and Giant Owl. You can otherwise be understood by any beast of Large size or larger, whether or not they speak a language. Beasts with Intelligence scores of 4 or lower may only be able to understand simple concepts.
[ +- ] Woodwise
You have lived your entire life in the gnarled, wooded areas of the world. You are adept at finding your way through even the most treacherous terrain. You gain the following benefits:
You gain proficiency in either the Survival or Nature skill.
You ignore difficult terrain.
You cannot become lost in natural surroundings except by magical means.
[ +- ] Field Magic
You have been specially trained in magical triage and are able to identify the signs of shock and fatigue in those suffering from injuries. You are always ready to provide aid to those in need. You gain the following benefits:
l You can tell by looking at a creature if it is missing any of its hit points and whether or not it has more than half of its hit points. You also have advantage on Wisdom (Medicine) or Intelligence (Arcana or Religion) checks made to determine if the creature is cursed, diseased, possessed, or afflicted by any of the following conditions: blinded, deafened, exhaustion, incapacitated, paralyzed, or poisoned.
l You learn the spare the dying cantrip and can cast it as a bonus action.
l You gain the ability to cast the spell cure wounds without using a spell slot, up to a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.
[ +- ] Flamewoken
Living in the Scorched Grove or other areas touched by elemental fire can sometimes cause strange abilities to manifest among their inhabitants. Known as "flamewoken" by the Tenders, these gifted few have the ability to communicate with fire-aspected creatures and have power over flames. Tenders guide the flamewoken in honing their talents in service of nature and many flamewoken choose to join the order. However, those outside the order usually keep their abilities hidden, as such powers are often seen as a curse. You gain the following benefits:
l You can speak, read, and write Ignan.
l You learn the produce flame cantrip. Charisma is your spellcasting ability for this spell.
l As a bonus action, you can strengthen the power of your flames. The next time you deal fire damage to one or more creatures before the end of your next turn, you can deal an additional 2d10 fire damage to one of those creatures. Once you use this feature, you can’t use it again until you complete a short or long rest.
l You can whisper magical words in Ignan toward any nonmagical flames you can see within 30 feet of you that could fit within a 5-foot cube. As a bonus action, you can cause these flames to either grow by 5 feet in a single direction, provided there is fuel of some sort present in the new location, or you can extinguish the flames present in this space.
[ +- ] Forest Sage
Prerequisite: Druid or wizard
The Tenders value diversity among ideas, and although they began as a purely druidic order, they have since learned to accept many different ways of thinking about the natural world, especially regarding the application of magic. You are either a wizard who has learned to temper your arcane research with an eye to maintaining the delicate balance of natural forces, or you are a druid who has learned a new understanding of natural magic through study and experimentation. You gain the following benefits:
l Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
l You can use your choice of Intelligence or Wisdom to make Animal Handling, Arcana, Nature, or Survival checks.
l You can choose to learn two spells from either the druid or wizard spell list. Spells you choose must be of a level you can cast. The chosen spells count as spells of your class and are added to your spellbook if you are a wizard or your spells known if you are a druid.
[ +- ] Plantmender
Prerequisite: Wisdom score of 13 or higher
One of the basic forms of Tender magic, plantmending is often taught to seedlings of the order. Plantmending can be used either to help the forest recover from disasters or to defend against hazards that might be encountered while traveling. You gain the following benefits:
l You can touch a plant or tree as an action to determine what has occurred to it and the area within its immediate vicinity within the last 24 hours. These events are revealed to you in visions that appear as though you were present as they occurred. After using this ability on a plant, you instantly become aware of its status and health, including any blights or conditions currently affecting it. You can use this ability a number of times equal to twice your Wisdom modifier (minimum of 1), regaining expended uses of it when you complete a long rest.
l You learn the mend plants* and shillelagh cantrips. Wisdom is your spellcasting ability for these spells.
l You can cast either the barkskin or spike growth spell once, and you must complete a long rest before you can cast either spell again. Wisdom is your spellcasting ability for these spells.