The Dusk Barrens
You're free to choose from the general ribbons or your class-specific ribbons.
Vigilant – You gain proficiency in Perception (or double the proficiency bonus) when using passive Perception.
A way out – You're always aware of a way out, giving your party a possible escape route out of almost any situation. The party can decide to retreat from battle – If you do, you must succeed in a skill group check, the skill determined by the GM as appropriate to the situation. If at least half of the party makes it, the combat ends immediately as the characters escape to safety, though they might get hurt or exhausted.
I seem to recall - You can use a bonus action to get proficiency with a skill you don't have a proficiently in, until the end of your turn. Regain the use of this ability after a long rest.
Versatile traveller - When you have a role during a journey, if you fail with the key skill you chose, you can roll the role's other key skill but with a disadvantage.
Got a hunch – You can cast Augury without any components. Once you use this ability, you can't use it again until your next expedition.
Excellent stamina – You double your Athletics proficiency bonus when climbing or swimming (or gain such proficiency if you don't have it). In addition, when you're supposed to gain the 1st level of exhaustion, you can make a DC 10 Constitution saving throw to prevent it.
Furious scout - You have trekked far and wide, and your exceptional strength gave you an edge every time. You have an advantage on Strength (Athletics) checks related to climbing, running and jumping, even when not Raging.
Good for what ails you - You can drink a dose of strong alcohol to end one disease or condition afflicting you (blinded, deafened, or poisoned). You can’t do so again until you finish a short rest.
Relic hunter - You have amassed a wealth of knowledge about the ancient places of the world. You have advantage on Intelligence checks made to recall information about ancient relics, tombs and artifacts.
Soothe the nerves - When someone in your party fails a saving throw against fear, you can use your reaction to allow them to reroll. You can’t do so again until you finish a short rest.
Prayer book - You keep a holy book of prayers. When you gain this feature, choose two 1st-level spells that have the ritual tag from the cleric spell list that are added to the book. With your Prayer Book in hand, you can cast the chosen spells as rituals without the need to prepare them beforehand. You can’t cast the spells except as rituals, unless you have prepared them as normal.
Blessed presence - When you and another party member are both subject to an immediate effect that requires a saving throw, you can give your ally an advantage to the save. You then roll the save with a disadvantage.
Secret ways - You know secret ways throughout the world. You can teleport 30 ft as an action. After using this ability, you can't use it again until your next expedition.
Animal empathy - You know the ways of the animals, and are treated almost as kin. Normal animals don't attack you unless provoked or commanded.
One eye open - You are used to sleeping lightly anywhere, with your gear and weapons close to you. You remain somewhat alert when sleeping, suffering only -5 to your passive perception.
Toughened - You have a "zero" exhaustion level. The first time you're supposed to take a level of exhaustion, this "zero" level is taken before the 1st.
Blind monk - You have learned to not rely on sight but to trust your Ki instead. When you are blinded, either by choice or when it's forced upon you, attack rolls against you don't have advantage, and your attack rolls don't have disadvantage. You can perceive things very close by to you, but still automatically fail ability checks that require sight.
Riddle master - You are pretty good with philosophy and riddles. You have advantage on Intelligence checks made to gain insight into mysteries and riddles of all kind.
Fasting - You have learned how to subsist with very little and from very simple food like rice, water and bread. You eat so little that you effectively no longer need food or water.
Heart speech - You can break the barriers of languages and speak to the heart. You can cast Tongues once without using a spell slot. You can’t do so again until your next expedition.
Fast crawl - There's no such a thing as "crawling speed" to you as you move fast and easily through the underbrush. You may crawl (move while prone) at your normal speed.
Iron stomach - Nothing upsets your stomach. Murky water? Just boil it. Grubs? Protein! You can eat and drink almost anything, and have advantage on saving throws against ingested diseases and poisons.
Trapper - You have a keen eye to avoid traps laid by others. You have advantage on saving throws made to avoid or resist traps.
Versatility – People are often amazed by how you do it, but that's a closely guarded trade secret. You may choose a single Ribbon from another class.
Magical sight - You are used to seeing magic everywhere. You can cast detect magic at will, without expending a spell slot.
Slightly mad – When you fail a Wisdom-based saving throw, you can choose to succeed instead. If you do, you are affected by Confusion, as the spell, with your own Spell Save DC. You can’t do so again until you finish a long rest.
Damned - Few things can damn your soul more than you already have! You have advantage on saving throws made to resist curses.
Celestial sense – You have the Divine Sense class feature of a Paladin, with a single use. After you use it, you must finish a long rest to regain the ability.
Versatile mind - You can replace one of your prepared spells with a different spell (from your spellbook) of a lower level. You can use this ability once per expedition.
Study of the Spheres – When you're supposed to roll Religion, you can roll Arcana instead.