The Far Striders.

“The natural order must be respected and preserved.”

Faction Overview

The Far Striders is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of the Shiverchill. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Far Striders know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.

Members of the Far Striders are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the guild who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.

Beliefs

  1. The natural order must be respected and preserved.
  2. Forces that seek to upset the natural balance must be destroyed.
  3. The wilderness can be harsh. Not everyone can survive in it without assistance.

Goals

To restore and preserve the natural order, keep the forces of shadow from corrupting the natural world, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness.

Rank and Renown

All members once inducted into the Far Striders are referred to simply as “Striders.” The Far Striders do not classify its members in a rigid hierarchy, as doing so would encourage individuals to seek to rise above he rest and put their desires above the good of the whole. Thus, aside from the leadership of the Masters of the Wild over the group as a whole, or Warders over their charged regions, members of the striders are distinguished by the diverse roles they fill instead of rank or status. It is common for those initiated into the guild to never leave a role.

Regardless of your rank, renown, or role as a member of the Far Striders you do not earn a salary but gain access to the Friends of Far Striders feature, which grants discounts on goods and services. The guild cares for its own as they strive to aid those around them.

Appointment to a rank always requires the approval of a Reaver, Warder, or Master of the Wild. It is a reward for services rendered to the guild, rather than an automatic consequence of increased renown.

Ranks

Perk’s gained from renown ranks are cumulative. As you gain a new rank and title, you retain previous features gained at a lower rank in addition to new features gained from the higher rank.

TitleRenownLevelPerk
Chaser3You seek to protect and guide those in wild areas and on roads. You gain the Conjure Wild Guardians, usable once per long rest. At 10+ renown your guardians improve and you summon 1d10 + your proficiency bonus guardians.
Saggitar3Unparalleled archers, you gain access to the Deepwood Shot ability, which is usable once per short rest. At 10+ renown you gain access to the Nature’s Fetter feature.
Reaver149thTasked with eliminating dangerous creatures that threaten civilization and seek to destroy or corrupt nature. You gain ability to craft potent bombs.
Warder149thCharged with the protection of a larger wilderness area such as a specific forest, plains, mountain range, etc. You gain the Blessing of the Wild feature.
Master of the Wild3514thBecome a Wild Champion.

 

Friends of the Far Striders

As a member of the Far Striders, you dedicate yourself to assisting others to survive the perils of the wild, oppose threats to the natural world, and ensure a balance between nature and civilization is maintained.

For your dedication and service those merchants, traders, or peddlers who are friendly to the Far Striders organization will grant you a 25% discount on their goods and services.

Chaser

Renown 3+

As a Chaser you seek to protect and guide those throughout the wilderness and along roads and other traveled paths. 

You gain access to the Conjure Wild Guardians feature, which is usable once per long rest.

Renown 10+

Your Conjure Wild Guardians feature now summons 1d10 + your proficiency bonus guardians. Additionally, the damage from their natural weapons are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Conjure Wild Guardians

As an action, you summon 1d8+2 plant creatures appropriate for your terrain that appear in unoccupied spaces that you can see within 30 feet. A summoned creature disappears when it drops to 0 hit points or after one hour.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their 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 summoned creatures use the statistics of a vegepygmy. The creature’s hit point maximum is increased by an amount equal to your level and they add your proficiency bonus to weapon damage rolls.

Saggitar

Renown 3+

As a Saggitar you receive additional training with the bow and other ranged weapons. Your training and skills make you an unparalleled marksman. You gain proficiency with all bows (shortbow, longbow, and crossbows) additionally, as a Saggitar, you may also requisition arrows for free with your Friends of Far Striders feature.

You also gain access to the Deepwood Shot feature, which is usable once per short rest.

Renown 10+

You gain the Nature’s Fetter feature and your Deepwood Shot can be used twice per short rest.

Deepwood Shot

You focus and take aim at a target increasing your accuracy and damage for the shot. The longer you focus your aim the more devastating your shot becomes.

As an action, you designate one creature you can see as the target of this feature. You may focus on your target for up to a number of rounds equal to your proficiency bonus (as if you were concentrating on a spell). While you are focusing, your speed becomes 0 and you do not benefit from any bonus to your speed.

On your next ranged attack against the creature, you have a +1 bonus to hit, +100 normal range, and you deal an extra 3d8 damage. For each additional round you focus on your target, your bonus to hit increases by +1, your normal range increases by an additional +100 feet, and your bonus damage increases by 1d8. 

Renown 3+ you may use this feature once per short rest.

Renown 10+ you may use this feature twice per short rest.

RoundAttack BonusBonus RangeBonus Damage
1+1+1003d8
2+2+2004d8
3+3+3005d8
4+4+4006d8
5+5+5007d8
6+6+6008d8

 

Nature's Fetter

As an action you fire an arrow that arcs toward a target of your choice that you can see within range. You may choose to bind the target to another creature or to a tree within 10 feet. If there is not another creature or tree within 10 feet of the target, then this ability fails. If you choose to bind the target to another creature, each creature makes a DC 17 Strength save, otherwise only the target makes this save. If both creatures fail, then they are restrained for a number of rounds equal to your proficiency bonus.

Reaver

Renown 14+ and Level 9+

As a Reaver, you are specially trained and commissioned to eliminate some of the most dangerous creatures and threats that seek to corrupt and destroy.

You learn how to craft potent bombs that can be used to harry, hinder, and destroy your enemies. Whenever you finish a long rest, you can spend 1 hour to craft a number of magical bombs equal to your proficiency bonus. The type of bombs you can create are shown in the table below. Any bomb you create lasts until it is used or until the end of your next long rest.

Your bombs are especially potent to aberrations, fiends, giants, monstrosities, oozes, and undead and deal an extra 1d6 force damage to those creature types.

Renown 25+

Your Reaver Bombs force damage to aberrations, fiends, giants, monstrosities, oozes, and undead increases to 2d6 and those creatures have disadvantage on the saving throw.

Reaver Bombs

You can throw a bomb up to 25 feet as part of the attack action. Make a ranged weapon attack against a creature or object, treating the bomb as a simple ranged weapon with which you are proficient. On a hit the target takes the damage and must succeed on a DC 17 saving throw (as designated by the bomb) or suffer its secondary effects. On a miss the target takes half damage and must still succeed on the saving throw or suffer its secondary effects.

All creatures within a 5-foot radius of the target must make the saving throw, on a failure they take full damage and suffer the secondary effects. On a success they take half damage and do not suffer the secondary effects.

The bombs are considered an improvised weapon for any creature that is not a Far Strider.

Your bombs are especially potent to aberrations, fiends, giants, monstrosities, oozes, and undead and deal an extra 1d8 force damage to those creature types.

At renown 25+ this extra force damage increases to 2d8 and the creature types have disadvantage on the saving throw.

BombEffect
Silken MossThis bomb deals 2d8 necrotic damage and leaves a sticky residue in its radius. All creatures who fail a Strength saving throw are restrained. A restrained creature can use its action to repeat the save on its turn. The sticky residue persists for 1 minute.
Flash ConeThis bomb deals 1d8 radiant damage and emits a bright flash of light in its radius. All creatures who fail a Constitution saving throw are blinded for 1 minute.
Stink SeedThis bomb deals 2d8 acid damage and emits a thick noxious black gas in its radius. This gas spreads around corners and its area is heavily obscured. All creatures who fail a Constitution saving throw are poisoned for 1 minute and while they remain in the gas, they spend their action retching and reeling. Creatures that don’t breathe or are immune to poison automatically succeed on this saving throw. The gas lingers for 1 minute and any creature who enters its radius must succeed on the save or suffer its effects.
Chill NutThis bomb deals 1d8 cold damage and coats its radius in slick ice. All creatures who fail a Dexterity saving throw fall prone. The ice persists for 1 minute and the area counts as difficult terrain. Any creature who moves within the area for the first time on its turn must succeed on the saving throw or fall prone.

 

Warder

Renown 14+ and Level 9+

As a Warder, you are specially trained to protect and guard against some of the most dangerous creatures and threats that seek to corrupt and destroy the realm.

You learn how to craft potent traps that can be used to harry, hinder, and harm your enemies. Whenever you finish a long rest, you can spend 1 hour to craft a number of magical traps equal to your proficiency bonus. The type of traps you can create are shown in the table below. Any trap you create lasts until it is triggered or up to a maximum of 1 week. Your number of traps created or set cannot exceed your maximum.

Your traps are especially potent to aberrations, fiends, giants, monstrosities, oozes, and undead and deal an extra 2d10 force damage to those creature types.

Renown 25+

Your Warder Traps force damage to aberrations, fiends, giants, monstrosities, oozes, and undead increases to 3d10 and those creatures have disadvantage on the saving throw.

Warder Traps

To set a trap, choose a point on the ground with which you have easy access. You must spend 1 minute in uninterrupted work to successfully set the trap. Once complete, the trap becomes invisible. The traps have an AC of 15 and 15 hit points.

All traps are triggered when any creature, small or larger, enters within 5 feet of it (the trigger radius) for the first time on its turn. When a trap is triggered, all creatures within a 15-foot radius of the trap must make a DC 17 saving throw (as designated by the trap). On a failure they take full damage and suffer its secondary effects. On a success they take half damage and do not suffer its secondary effects.

Your traps are especially potent to aberrations, fiends, giants, monstrosities, oozes, and undead and deal an extra 2d8 force damage to those creature types.

At renown 25+ this extra force damage increases to 3d8 and the creature types have disadvantage on the saving throw.

BombEffect
Silken MossThis trap deals 5d8 necrotic damage and leaves a sticky residue in its radius. All creatures who fail a Strength saving throw are restrained. A restrained creature can use its action to repeat the save on its turn. The sticky residue persists for 1 minute.
Flash ConeThis trap deals 4d8 radiant damage and emits a bright flash of light in its radius. All creatures who fail a Constitution saving throw are blinded for 1 minute.
Stink SeedThis trap deals 3d8 acid damage and emits a thick noxious black gas in its radius. This gas spreads around corners and its area is heavily obscured. All creatures who fail a Constitution saving throw are poisoned for 1 minute and while they remain in the gas, they spend their action retching and reeling. Creatures that don’t breathe or are immune to poison automatically succeed on this saving throw. The gas lingers for 1 minute and any creature who enters its radius must succeed on the save or suffer its effects.
Chill NutThis trap deals 5d8 cold damage and coats its radius in slick ice. All creatures who fail a Dexterity saving throw fall prone. The ice persists for 1 minute and the area counts as difficult terrain. Any creature who moves within the area for the first time on its turn must succeed on the saving throw or fall prone.

 

Master of the Wild

Renown 35+ and Level 14+

You have become a true hero and defender of the wild and an expert at aiding others survive the perils of the wilderness. You undergo a special ritual conducted by the other master’s to recieve special changes and enhancements and gain the boon of the Wild Champion.

Once the ritual is complete you take on various physical changes that reflect nature such as:

  • Hair becomes green or is streaked with green
  • You grow antlers or horns
  • You grow leaves that change with the seasons
  • Your limbs become thicker and more tree like
  • Your skin is rougher similar to bark
  • Your blood becomes green
  • You grow an animal-like tail

 

Boon of the Wild Champion

The boon of the Wild Champion grants the following benefits:

  • You permanently gain the benefits of the spells Speak with Animals and Speak with Plants. All beasts and plants regard you as a friend unless your actions prove otherwise.
  • You gain proficiency in the following skills: Animal Handling, Nature, and Survival. You may also choose one of those skills and gain expertise in it.
  • You can increase any ability score by 2 as well as its maximum.
  • As an action you may roar mightily and activate the spell Guardian of Nature. It does not require your concentration, and you may dismiss this spell at any time.
  • All Far Strider abilities deal an additional 1d8 damage.
  • If you have access to Reaver bombs, the number you can create each day is doubled.
  • If you have access to the Warder traps, you may now set them as an action.