Fighters who live on the wild frontier, wildlanders rely on martial prowess to defeat the monstrous foes prowling on the fringes of civilization. Unlike rangers who draw magic from a sacred connection to nature, a wildlander’s heart remains with the society they protect, even when patrolling deep into the wilderness. Their knowledge of weapons, enemies, and the terrain they roam is paralleled by few, and should never be underestimated.

Known Enemy

Beginning when you choose this archetype at 3rd level, your experience stalking and slaying a certain type of monster gives you an edge. Choose a type of known enemy: beasts, dragons, elementals, fey, fiends, giants, monstrosities, oozes, or plants.

Alternatively, you can select two races of humanoid (such as gnolls and orcs) as your known enemies.

You have advantage on ability checks made to track your known enemies or recall information about them. Additionally, you gain a bonus to damage rolls with weapon attacks against creatures of the chosen type on your first turn after you roll initiate. This bonus is equal to your proficiency bonus. Whenever you gain a level in this class, you can replace your selection with another reflecting new foes you’ve grown accustomed to hunting.


At 7th level you gain proficiency in another skill to help sustain yourself while ranging the frontier.

Choose one from Animal Handling, Nature, Perception, Stealth, or Survival.

Land’s Stride

Starting at 10th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.


You wear down your quarry with inexorable skill.

Starting at 15th level, when you hit a creature that is below its hit point maximum with a weapon attack, you deal an additional d6 damage of the same type as the weapon. You can deal this extra damage only once per turn.

Guardian of the Marches

Your resolve is unyielding, and your skill unmatched.

At 18th level, you have advantage on saving throws against suffering exhaustion, becoming poisoned, and being knocked prone. In addition, you gain a second type of known enemy and can change either whenever you finish a long rest instead of whenever you gain a level.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete section 15 entry - see the full license for this page