Rescuers are specialists in pulling stranded or endangered people out of hazardous situations. The wilds themselves can swallow people with the same fearsome efficiency as any beast that dwells within them, and when someone goes missing far from civilization, rescuers are the ones sent to bring them home. They learn the same basics of tactics and weapon use as any other ranger, but they spend much more time on medicine, specialized rescue techniques, and learning to safely navigate hazardous terrain. Rangers come by this training in a variety of ways. Some cultures set up specialized units to rescue people stranded in a nearby hostile wilderness, but others with this skill set are self-taught and operate independent of any larger structure.
Starting at 3rd level, you learn to safely remove other humanoids from bad situations—conscious or not! As an action, you may lift another willing or unconscious Humanoid of your size category or smaller onto your shoulders. While you are carrying someone this way, you only have one hand free to use a weapon and you may move at your full movement speed, but may not Dash. The creature is considered grappled while you carry it this way, but has advantage on checks to free itself if it wants to. \
You can climb while carrying someone this way, but your climbing speed is halved. While swimming along the water’s surface, you can likewise hold another creature of your size category or smaller in such a way that its head remains above water and pull it along with you. While pulling a creature this way, your swim speed is halved. As above, such a creature is considered grappled, but has advantage on checks to free itself if it wants to do so.
In any of these cases, setting down the person you carry or pulling them onto dry land requires an action. Dropping them unceremoniously (dealing 1d6 of bludgeoning damage if onto a hard surface) can be done as a bonus action.
Getting people out of dangerous situations means braving truly inhospitable places. Also at 3rd level, you gain proficiency with Athletics and you gain an expertise die on Athletics checks. For you, expertise dice in Athletics can be upgraded from d8 to d10, exceeding the usual limit on expertise dice.
At level 3, you receive specialized medical training that allows you to treat common injuries and ailments even in the heart of the wilds. You gain proficiency with the Medicine skill.
You also learn one of the following Exploration Knacks, and it does not count against your maximum Knacks known: Healing Salves, Herbal Bitters, or Poisons and Antidotes.
At 7th level, you focus your training to become better at a particular aspect of search and rescue. Choose one of the following options:
Never Lost. The size of the expertise die granted by your Familiar Terrain feature increases by one step, to a maximum of 1d10. In addition, as long as you are on a plane you have spent at least a week on, you always know which way is north, and you always know how much time you have until sunset.
Rescuer’s Instincts. You are especially good at finding those who need your help. You gain an expertise die on Perception and Investigation checks to find creatures that are injured or in distress. If a creature wants to be found or is unconscious, you make these checks with advantage.
Trustworthy and Compassionate. Your good intentions, when genuine, are self-evident. When you are telling the truth, creatures automatically succeed on Insight checks to determine your honesty. In addition, you have advantage on Persuasion checks to convince other creatures to help you help someone else.
Also at 7th level, your knowledge of wilderness medicine improves. You gain an expertise die on Medicine checks. For you, expertise dice in Medicine can be upgraded from d8 to d10, exceeding the usual limit on expertise dice.
Also, each medical Exploration Knack you know becomes more potent:
Healing Salves. The number of hit points healed increases from 1d4 to 1d6.
Herbal Bitters. The bitters last for 48 hours before losing potency and the effects persist for 8 hours rather than 4.
Poisons and Antidotes. You can make two doses of antitoxin rather than one.
At 11th level you gain proficiency in Wisdom saving throws.
Also at 11th level, you become so accustomed to navigating field hazards that they no longer impede you. You are unaffected by non-magical difficult terrain, and you also have advantage on saving throws against environmental hazards (such as the ones described in the Encounter Elements rules).
At 15th level, if you can get to them in time, there’s virtually nobody you can’t save. You learn the spare the dying cantrip.
Additionally, once per long rest, you may cast revivify without material components. If you have already used this feature, you may use it again a number of times equal to half your proficiency bonus, but you require one ususe of a healer’s kit to do so (it is consumed in the process).