When you gain access to a new developed talent, choose one of the following.
You are adept at traversing obstacles while running, able to efficiently and rapidly climb and leap between trees, vines, rooftops, and ropes. You gain an expertise die on Athletics and Acrobatics checks made to climb, run, and swing.
You are adept at reading the flow of creatures grouped together and can effortlessly sync into a herd or crowd. You gain an expertise die on Stealth checks made to hide amongst or blend in with a group of 5 or more creatures.
Prerequisite: 5th level
Your unfaltering actions inspire your teammates to greater efforts. You gain an expertise die on Athletics or Acrobatics checks made to climb, jump, run, and swim. When your party makes a group Athletics or Acrobatics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.
You have traveled far and seen much, and those around you can tell. You gain an expertise die on Intimidation checks. In addition, you may always choose to use Strength when rolling an Intimidation or Persuasion check.
After making a connection with another creature, however tenuous, you make a connection that gives you an edge when pursuing it. After you spend at least 1 minute observing a creature, you gain an expertise die on checks made to track that specific creature.
Instead of fighting the sharp winds you have learned from them. You gain a +10 foot increase to your speed when calculating your Travel Pace. Additionally, you can choose to ignore difficult terrain outside of combat.
Prerequisite: 5th level
The rains have taught you the ways of the overflowing rivers. You gain a swim speed equal to your Speed and can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier.
In addition, while swimming you can use a bonus action and spend one use of Rage to move your swim speed in a straight line.
The lessons of the snows have put you beyond mere cold and hunger. You gain advantage on saving throws made to resist the effects of cold weather as though you were wearing cold weather gear, but without the disadvantages in hot weather. Additionally, you can go without Supply for a number of days equal to 3 + your Constitution modifier (minimum 1) before suffering a level of fatigue.
By emulating the beasts of the desert you are above the concerns of heat and thirst. You gain advantage on saving throws made to resist the effects of hot weather as though you were wearing hot weather gear, but without the disadvantages in cold weather. You also gain advantage on saving throws made to resist the effects of thirst.
Your time spent drawing on your rage has brought the world into sharp, relentless focus. You gain an expertise die on Investigation, Perception, or Survival checks made to follow a creature’s trail.