Ranger

Rough and wild looking, a shifter stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, a Deepling finds her feet and draws back her bow to loose an arrow at the rogue white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.
Holding his hand high, a Kobold whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Draikyaan, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Class Table
Level Proficiency Bonus Features Disciplines Known Experience Points
1st +2 Favored Enemy, Skilled Hunter, Natural Explorer - 0
2nd +2 Fighting Style, Ranger Disciplines 2 300
3rd +2 Ranger Conclave, Primeval Awareness 2 1,000
4th +2 Ability Score Improvement 3 3,000
5th +3 Extra Attack 3 6,000
6th +3 Improved Knowledge, Mark Improvement (1d8) 4 10,000
7th +3 Ranger Conclave Feature 4 20,000
8th +3 Ability Score Improvement 5 40,000
9th +4 Land's Stride, Mark Improvement (1d10) 5 60,000
10th +4 Nature's Veil, Veteran Traveler 6 80,000
11th +4 Ranger Conclave Feature 6 100,000
12th +4 Ability Score Improvement 7 120,000
13th +5 Mark Improvement (1d12) 7 140,000
14th +5 Vanish, Ebb, and Weave, Foe's Doom 8 160,000
15th +5 Ranger Conclave Feature 8 180,000
16th +5 Ability Score Improvement 9 200,000
17th +6 Expedient Action 9 225,000
18th +6 Feral Senses, Mark Improvement (2d12) 10 250,000
19th +6 Ability Score Improvement 10 300,000
20th +6 Foe Slayer 11 350,000

Class Information

Hit Dice. 1d10 per Ranger Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (or 6) + your Constitution Modifier per Ranger Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons and Martial Weapons
Tool Proficiencies. None
Saving Throw Proficiencies. Strength and Dexterity
Skill Proficiencies. Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment. Leather Armor or Scale Mail, two Melee Weapons, an Equipment Pack, and a Ranged Weapon

Ranger Features Summarized
Feature Level Header text
Favored Enemy 1st You choose a Creature Type, those creatures are your Favored Enemy
Skilled Hunter 1st Your better at Attacking and tracking your Favored Enemy
Natural Explorer 1st When you've traveled in a place for a while you get a bunch of buffs to traveling there
Fighting Style 2nd You choose a way of fighting that you're good at
Ranger Disciplines 2nd You gain a couple of a variety of benefits that transmute and increase your power in a variety of ways
Ranger Conclave 3rd You choose your subclass, and gain features at 3rd, 6th, 11th, and 15th Level
Primeval Awareness 3rd You can sense nearby Aberrations, Dragons, Elementals, Fey, Highlings and Undead, as well as information about their numbers, travel, and other miscellaneous information
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Improved Knowledge 6th Your better in your Favored Terrain, can use Wisdom (Survival) for your Initiative Rolls, and can ignore two Types of Damage Resistance while attacking your Favored Enemy
Mark Improvement (1d8) 6th Your Mark from your Ranger Conclave deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
Land's Stride 9th You ignore Difficult Terrain, are good at moving through harmful plants, are better at resisting Grappled and Slowed, and you become faster
Mark Improvement (1d10) 9th Your Mark from your Ranger Conclave deals 1d10 Damage and does not require Concentration
Nature's Veil 10th You can help your allies surprise enemies or resist being surprised
Veteran Traveler 10th You don't lose Favored Terrain, and you're better at recalling information about your Favored Terrain
Mark Improvement (1d12) 13th Your Mark from your Ranger Conclave Your Mark deals 1d12 Damage and you can Mark two creatures
Vanish, Ebb, and Weave 14th You can't be tracked or targeted by Divination Magic, and you can Dash, Disengage, or Hide as a Free Action a few times, all while in your Favored Terrain
Foe's Doom 14th You get several buffs to Attacking your Favored Enemy
Expedient Action 17th You can't be Surprised, you and your allies have Advantage on Initiative Rolls and can move before the start of combat
Feral Senses 18th You can't have Disadvantage on Attacks and you gain Blindsight
Mark Improvement (2d12) 18th Your Mark from your Ranger Conclave Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn
Foe Slayer 20th You get Expertise in two Skills and a Set of Tools, and you add your Strength Modifier, Dexterity Modifier, Wisdom Modifier and Proficiency Bonus to your Damage Rolls


Favored Enemy

1st Level Ranger Feature
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a Creature Type to serve as your Favored Enemy: Aberrations, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Highlings, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and Goblinoids) to serve as your Favored Enemy.
At the end of a Long Rest, you can choose a different Creature Type to serve as your Favored Enemy as you commune with Sardior and creation energy to learn the weaknesses and history of the creature’s you will soon be hunting.

Skilled Hunter

1st Level Ranger Feature
You gain advantages in combat while attacking your favored enemy, and you gain bonuses to tracking and hunting them. When you make an Attack against a creature that serves as your Favored Enemy you gain the following benefits:

  • The Attack deals an additional 1d4 Damage
  • The Attack's Crit Range increases by 1

Additionally, you have Advantage on Wisdom (Survival) Checks to track creatures that serve as your Favored Enemy. You also have Advantage on Intelligence Checks to recall information about them.

Natural Explorer

1st Level Ranger Feature
You learn to become accustomed to the environment you are in to best travel, stay safe, acquire resources, and survive. After you’ve spent 3 days traveling in a specific type of terrain, or 10 days traveling on a specific landmass, it can serve as your Favored Terrain until you haven’t spent 20 consecutive days traveling in that terrain or landmass. You gain the following benefits:

  • Difficult Terrain does not slow your groups travel wile in your Favored Terrain
  • You have Advantage on Wisdom or Intelligence Checks made in relation to your Favored Terrain, such as recalling information about it
  • If you or your companions forage for food in your Favored Terrain, you find twice as much food and water
  • You and your companions ignore the effects of Extreme Cold, Extreme Heat, Strong Wind, and Heavy Precipitation in your Favored Terrain
  • You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) Checks while traveling at a Slow Pace
  • You and your companions are able to travel stealthily even while traveling at a Normal Pace
  • You and your companions do not suffer a penalty to Wisdom (Perception) Checks while traveling at a Fast Pace.


Fighting Style

2nd Level Ranger Feature
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:

  • Archery. You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
  • Blind Fighting. You have Blindsight out to 10ft.
  • Defense. While you are wearing Armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
  • Improvised Fighting. You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
  • Melee Marksman. You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapons when creatures within 5ft of you move away from you.
  • Mounted Warrior. Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
  • Strongbow. You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
  • Thrown-Weapon Fighting. You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
  • Two-Weapon Fighting. When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
  • Unarmed Fighting. You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapon or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
  • Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.


Ranger Disciplines

2nd Level Ranger Feature
You gain two Ranger Disciplines of your choice. The Ranger Discipline Options are detailed at the end of the class description. When you gain certain Levels in this class, you gain additional Disciplines of your choice, as shown in the Disciplines Known column of the Ranger table. If a Discipline would require a creature to make a Saving Throw, you use your Discipline Save DC, which is equal to 8 + your Wisdom Modifier + your Proficiency Bonus.

Ranger Conclave

3rd, 7th, 11th, and 15th Level Ranger Feature
You choose one of the following Ranger Conclaves that you strive to emulate in your combat styles and techniques.

Primeval Awareness

3rd Level Ranger Feature
You can use your Action to focus your awareness on the region around you. For 1 hour you can sense whether the following Creature Types are present within 10 miles of you: Aberrations, Dragons, Elementals, Fey, Highlings and Undead. You also learn their number, direction of travel, speed, and any major injuries they have sustained. If you are in your Favored Terrain, you sense these creatures if they are within 50 miles of you.
You can use this Action a number of times equal to your 1 + your Wisdom Modifier, regaining expended uses at the end of a Long Rest.

Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Ranger Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Extra Attack

5th Level Ranger Feature
You can make an additional Attack whenever you take the Attack Action.

Improved Knowledge

6th Level Ranger Feature
Your ability to hunt your favored enemies and travel in your favored terrain increases. While in your Favored Terrain, you have advantage on Wisdom (Survival) Checks and on Initiative Rolls. When you would roll for Initiative, you can instead make a Wisdom (Survival) Check and you the result for your Initiative Score.
Additionally, at the end of a Long Rest you choose two Damage Types. Until the end of your next Long Rest, while Attacking a creature that serves as your Favored Enemy, you ignore Resistances and Immunities to the Damage Types you chose. At the end of a long rest, you can change which types of damage you ignore.

Mark Improvement (1d8)

6th Level Ranger Feature
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:

  • You now deal an additional 1d8 Damage to the marked target rather than an additional 1d6 Damage
  • When you reduce a creature that you have marked to 0 Hit Points, once on a subsequent turn, you can use a Bonus Action while the duration of the feature is active to mark another creature. This does not expend a use of the feature, but the duration is not reset


Land’s Stride

9th Level Ranger Feature
You are unaffected by Difficult Terrain. You can also pass through plants without taking Damage from them if they have thorns, spines, or a similar hazard.
Additionally, you have Advantage on Saving Throws against being Grappled or Slowed.
Also, your Speed increases by 10ft.

Mark Improvement (1d10)

9th Level Ranger Feature
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:

  • You now deal an additional 1d10 Damage to the marked target rather than an additional 1d6 Damage
  • The effect no longer requires Concentration to maintain


Nature’s Veil

10th Level Ranger Feature
You gain the ability to gain the upper-hand in combat. When you would have a Surprise Round in combat, choose any number of creatures within 30ft of you that would not gain that Surprise Round, those creatures also gain a Surprise Round. Additionally, if you are not Surprised when you roll Initiative at the start of combat, choose any number of Surprised creatures within 30ft of you, those creatures are not Surprised.

Veteran Traveler

10th Level Ranger Feature
You no longer lose your Favored Terrain after not traveling in it for 20 days. Additionally, while you are in your Favored Terrain you can take the Hide Action as a Bonus Action. Also, when you make a Wisdom or Intelligence Check in relation to your Favored Terrain, such as recalling information about it, you treat a roll of 9 or lower on the d20 as a 10.

Mark Improvement (1d12)

13th Level Ranger Feature
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:

  • You now deal an additional 1d12 Damage to the marked target rather than an additional 1d6 Damage
  • Whenever you mark a creature with the feature, you can choose to mark two creatures instead



Vanish, Ebb, and Weave

14th Level Ranger Feature
You gain the ability to stealth and hide better. You cannot be tracked or targeted by Divination Spells while in your Favored Terrain unless you allow it.
Additionally, once on each of your turns, you can take the Dash, Disengage, or Hide Action as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Foe’s Doom

14th Level Ranger Feature
You become extremely skilled at dealing out death to your favored enemy. When you make an Attack against a creature that serves as your Favored Enemy, you gain the following benefits:

  • The Attack's Crit Rage increases by 1
  • You cannot have Disadvantage on the Attack
  • You treat a roll of 7 or lower on the d20 as an 8 for the Attack
  • The Attack ignores 1/2 and 3/4 Cover



Expedient Action

17th Level Ranger Feature
You become a master of guiding you and your allies to moving quickly in combat. You cannot be Surprised. Also, when you roll Initiative at the start of combat, you and creatures of your choice within 30ft of you have Advantage on the Initiative roll.
Additionally, when you roll Initiative at the start of combat, you and all creatures of your choice within 30ft of you can move up to their Speed without provoking Opportunity Attacks.

Feral Senses

18th Level Ranger Feature
You gain preternatural senses that help you fight creatures, especially those you can't see. You cannot have Disadvantage in Attack Rolls and via your fine-tuned senses, you gain Blindsight out to a Range of 60ft.

Mark Improvement (2d12)

18th Level Ranger Feature
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:

  • You now deal an additional 2d12 Damage to the marked target rather than an additional 1d6 Damage
  • The feature has an unlimited amount of uses
  • At the start of your turn, you can mark one with the feature as a Free Action


Foe Slayer

20th Level Ranger Feature
You become an unparalleled hunter of enemies and an expert in your craft, giving you the following benefits:

  • Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.
  • Choose one Set of Tools that you are Proficient with, but do not have Expertise in. You gain Expertise in that Set of Tools.
  • When you make a Weapon Attack, instead of Adding your Dexterity or Strength Modifier to the Damage of the Attack, you add your Strength, Dexterity, and Wisdom Modifiers and your Proficiency Bonus to Damage of the Attack.


Ranger Disciplines

To select a Ranger Discipline, you must meet the requirements in parenthesis in the italics under the name of the Discipline. If a Level is listed as a prerequisite, you must have that many Levels in this class.

Miscellaneous Disciplines

These Disciplines are not of a particular type and do not intentionally have much in common.

Bear Hug

Miscellaneous Discipline
You learn to use your weight in order to restrict the movement of your foes. When you Grapple a creature that has a CR equal to or lower than your Ranger Level, that creature is Restrained while it is Grappled by you it.

Elemental Resilience

Miscellaneous Discipline
You gain a resilience to some of the natural dangers you might come across in your journeys. At the end of a Long Rest, choose one of the following Damage Types: Acid, Cold, Fire, Lightning, Poison, or Thunder. You gain Resistance to the Type of Damage you chose until the end of your next Long Rest.

Expanding Style

Miscellaneous Discipline
You expand the way you use your weaponry. You gain a Fighting Style you do not already have from the Fighting Style available with your Fighting Style feature.

Growing Expertise

Miscellaneous Discipline
You learn to use a specific skill effectively. Choose one Skill you have Proficiency with. You gain Expertise in the chosen Skill.

Expert Traversal

Miscellaneous Discipline
You can lead your companions in travel while conserving energy. While traveling, you and all creatures of your choice traveling with your can travel for 4 more hours before the travel becomes a Forced March.
Additionally, you have Advantage on Saving Throws against Exhaustion.

Hardy

Miscellaneous Discipline
You gain a resilience to the natural poisons and sicknesses you come across in your travels. You gain Resistance to Poison Damage, and gain Advantage on Saving Throws against Poison and Disease.

Precise

Miscellaneous Discipline
You become exceptionally precise with your weaponry. Your Crit Range increases by 1.

Primal Arcana

Miscellaneous Discipline
You pick up a few tricks of the mages that channel their power through nature. At the end of a Long Rest, you learn two Cantrips of your choice from the Primal Spell List. You use Wisdom as your Spellcasting Ability for these Cantrips.

Roving

Miscellaneous Discipline
You learn how to step bound off your feet, and you in general move more efficiently than most. Your Speed increases by 10ft.

Skillful

Miscellaneous Discipline
Your skill expands. You gain Proficiency in two of the following Skills of your choice: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Tireless

Miscellaneous Discipline
You begin to need less rest than others and are ever-vigilant. You need 2 less hours to complete a Long Rest, and you do not suffer penalties to Perception while sleeping.

Tool Use

You learn how to use a specific Set of Tools to enhance your abilities. You gain Proficiency and Expertise in one Set of Tools of your choice.

Wild Agility

Miscellaneous Discipline
You learn how to traverse effectively in many situations. You gain a Swimming and a Climbing Speed equal to your Walking Speed.

Inner Fortitude

Miscellaneous Discipline
You gain an inner well of strength you draw on during dangerous situations. After you take Damage you can use your Reaction to gain Temporary Hit Points equal your Wisdom Modifier.

Companion Disciplines

Most of these Disciplines give you some form of companion that you can command as a Bonus Action to do a special ability. Some of these Disciplines buff the companions summoned.

Beast Master

Companion Discipline
When you use a Bonus Action to command a Companion you gained from Companion Disciplines or similar effects, you can command 2 Companions instead.

Bird of Prey

Companion Discipline
You gain a Bird of Prey as a companion, such as a falcon, hawk, or owl. This companion uses the Hawk game statistics, but does not roll Initiative or take turns in combat while you are conscious. You can cause any Spells, Attacks, or other Abilities that targets the Bird of Prey to target you instead if possible.
As a Bonus Action, you can direct the Bird of Prey to move a number of feet up to its Speed. During this movement, the Bird of Prey does not provoke Opportunity Attacks, additionally, you can choose one creature within 5ft of the Bird of Prey to take Slashing Damage equal to your your Proficiency Bonus. If the Bird of Prey dies, during your next Long Rest, you can call out and bond with a new one.

Hunter

Companion Discipline
You gain a Hunter as a companion, such as a wolf, lion, or hyena. This companion uses the Wolf game statistics, but does not roll Initiative or take turns in combat while you are conscious. You can cause any Spells, Attacks, or other Abilities that targets the Hunter to target you instead if possible.
As a Bonus Action, you can direct the Hunter to move a number of feet up to its Speed. After this movement, the Hunter can make the Bite Attack on its stat block against a creature of your choice within Range.

Mount

Companion Discipline
You gain a Mount as a companion, such as a horse, camel, or llama. This companion uses the Warhorse game statistics, but does not roll Initiative or take turns in combat while you are conscious. You can cause any Spells, Attacks, or other Abilities that targets the Mount to target you instead if possible.
While a creature is riding the Mount, it can use the Mount's Speed on its turn, and the Mount and a creature riding it does not provoke Opportunity Attacks. If the Mount dies, during your next Long Rest, you can call out and bond with a new one.

Strengthened Companions

Companion Discipline
Companions you gained from Companion Disciplines or similar effects gain the following benefits:

  • The companion's Maximum Hit Points increase by an amount equal to your Ranger Level + your Wisdom Modifier.
  • The companion's Speed increases by 15ft.
  • The companion's AC increases by an amount equal to your Proficiency Bonus.
  • The companion does not provoke Opportunity Attacks.


Tank

Companion Discipline
You gain a Tank as a companion, such as a bear, moose, or cow. This companion uses the Brown Bear game statistics, but does not roll Initiative or take turns in combat while you are conscious. You can cause any Spells, Attacks, or other Abilities that targets the Tank to target you instead if possible.
As a Bonus Action, you can direct your Tank to move a number feet up to its Speed. After this movement, until the start of your next turn, you can cause any Spells, Attacks, or other Abilities that target a creature to target the Tank instead if possible. If the Tank dies, during your next Long Rest, you can call out and bond with a new one.

Herbalism Disciplines

Most of these Disciplines create salves or poultices that provide some form of bonus to those who consumes them. Some of these Disciplines improve these salves and poultices.

Healing Salves

Herbalism Discipline
You can find plants or other materials with healing properties. At the end of a Long Rest, you gain a number of Healing Salves equal to your Proficiency Bonus. A creature holding a Healing Salve can use a Bonus Action to administer it to a creature within 5ft of it. When a Healing Salve is administered, the creature it was administered to regains a number of Hit Points equal to your Wisdom Modifier + your Proficiency Bonus. Unnused Salves spoil at the end of your next Long Rest.

Poisoned Poultices

Herbalism Discipline
You can find plants and herbs with poisonous properties. At the end of a Long Rest, you gain a number of Poisoned Poultices equal to your Proficiency Bonus. A creature holding a Poisoned Poultice can use a Bonus Action to coat a Weapon it is holding with it. When a Weapon coated with a Poisoned Poultice hits on an Attack, the target must make a Constitution Saving Throw. On a failed Save the target takes 2d6 Poison Damage, on a successful Save a creature takes half as much Damage. After a Weapon coated with a Poisoned Poultice hits on an Attack, the Poultice fades and is no longer effective. All Poultices and the effect of the coating on Weapons spoils at the end of your next Long Rest.

Stance Disciplines

Most of these Disciplines all use Bonus Actions to enter into a Stance until the start of your next turn that give you some form of passive buff. Some of these Disciplines improve these Stances.

Evasive Stance

Stance Discipline
As a Bonus Action you enter an Evasive Stance until the start of your next turn. While you remain in this Stance you gain +2 bonus to your AC, and Opportunity Attacks made against you have Disadvantage.

Skirmishing Stance

Stance Discipline
As a Bonus Action you enter a Skirmishing Stance until the start of your next turn. While you remain in this Stance, you can move 5ft without provoking Opportunity Attacks immediately before or after you take the Attack Action.

Shifting Stances

Stance Discipline
When you use a Bonus Action to use a Stance Discipline, you can use an additional Stance Discipline as part of that Bonus Action.

Strike Disciplines

Most of these Disciplines augment your Attacks in some way, usually with some kind of condition that you need to meet to augment the Attack.

Dashing Strike

Strike Discipline
When you move at least 10ft in a straight line towards a creature before making a Melee Weapon Attack against it, the Attack deals an additional 1d8 Damage on a hit. Additionally, if you hit on the Attack, you can immediately move to the space on the opposite side of the target if that space is unoccupied.

Exploiting Strike

Strike Discipline
When you hit a creature with a Weapon Attack, if that creature is suffering from a Condition, the Attack deals an additional 1d8 Damage.

Dazing Strike

Strike Discipline
You know where and how to hit creatures to remove them from the fight temporarily. When you hit a creature with a Weapon Attack, you can force that creature to make a Constitution Saving Throw. On a failed Save, the creature is Dazed until the end of your next turn.

Forceful Strike

Strike Discipline
When you hit a creature with a Weapon Attack, you can knock that creature Prone and push it 5ft away from you.

Grappling Strike

Strike Discipline
When you hit a creature with a Melee Weapon Attack and you have a free hand, you can force the target to make an Strength (Athletics) or Dexterity (Acrobatics) Check (the target's choice) against your Discipline Save DC. On a failed Save, the target becomes Grappled by you.

Sniping Strike

Strike Discipline
When you make a Weapon Attack and have moved no more than half your Speed this round, your Ranged Weapon Attacks have doubled Normal and Long Range, and your Weapon Attacks ignore 1/2 and 3/4 Cover.

Terrifying Strike

Strike Discipline
When hit on a Weapon Attack that had Advantage, you can force the target to make a Wisdom Saving Throw. On a failed Save the Attack deals an additional 1d8 Damage and the target is Frightened of you until the end of your next turn.

Trap Disciplines

Most of these Disciplines drop some form of trap on the ground that effect other creatures that walk into them. Some of these Disciplines improve the traps.

Bear Trap

Trap Discipline
As an Action you can set a trap in a space within 5ft of you. When another creature enters that space it must make a Dexterity Saving Throw.
On a failed Save, the creature takes 2d8 Piercing Damage and becomes Restrained for 1 minute or until the trap is removed by another creature as an Action. the Restrained creature can use its Action to make a Strength (Athletics) or Dexterity (Acrobatics) Check against your Discipline Save DC, freeing itself from the trap on a successful Check.
On a successful Save, the creature takes no Damage and is not Restrained, but the trap remains.

Ranger Conclaves

Conclave of the Drakewarden

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Draconic Mark

3rd Level Conclave of the Drakewarden Feature
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you or your Drake Companion hits on an Attack against the target, the Attack deals an additional 1d6 Damage of the Type listed in your Drake Companion's Draconic Essence feature. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
When you deal this additional Damage, your Drake Companion can move 10ft without provoking Opportunity Attacks. When your Drake Companion deals this additional Damage, you can move 10ft without provoking Opportunity Attacks.
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features.

Mark Improvements
Feature Level Improvement
Mark Improvement (1d8) 6th Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
Mark Improvement (1d10) 9th Your Mark deals 1d10 Damage and does not require Concentration
Mark Improvement (1d12) 13th Your Mark deals 1d12 Damage and you can Mark two creatures
Mark Improvement (2d12) 18th Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn


Draconic Gift

3rd Level Conclave of the Drakewarden Feature
The bond you share with your Drake creates a connection to dragonkind, granting you understanding and empowering your presence. You learn the Thaumaturgy Cantrip, using Wisdom as your Spellcasting Ability for the Cantrip. Additionally, you learn Draikyaan.

Drake Companion

3rd Level Conclave of the Drakewarden Feature
As an Action, you can magically summon the Drake that is bound to you. It appears in an unoccupied space of your choice within 30ft of you.
The Drake is friendly to you and creatures of your choice, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your Proficiency Bonus (PB) in several places. Whenever you summon the Drake, choose a Damage Type listed in its Draconic Essence feature.
In combat, the Drake shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Drake takes the Action that would best protect itself and you.
The Drake remains until it is reduced to 0 Hit Points, until you use this feature to summon the Drake again, or until you die. Anything the drake was wearing or carrying is left behind when the Drake vanishes.
Once you summon the Drake, you can’t do so again until you finish a Long Rest.



Bond of Fang and Scale

7th Level Conclave of the Drakewarden Feature
The bond you share with your drake intensifies, protecting you and stoking the Drake’s fury. When you summon your Drake, it grows wings on its back and gains a Flying Speed equal to its Walking Speed. In addition, while your Drake is summoned, you and the drake gain the following benefits:

  • The Drake grows to Medium Size. Reflecting your special bond, you can use the drake as a mount if your Size is Medium or smaller. While you are riding your Drake, you treat it as if it was summoned via the Find Great Steed Spell, except that it can’t use the Flying Speed of this feature.
  • The Drake’s Bite Attack deals an additional 1d6 Damage of the Type chosen with the Drake’s Draconic Essence feature.
  • You gain Resistance to the Damage Type chosen for the drake’s Draconic Essence feature while the Drake is summoned.


Drake’s Breath

11th Level Conclave of the Drakewarden Feature
As an action, you can exhale a 30ft Emanated Cone of damaging breath or cause your Drake to exhale it. Choose Acid, Cold, Fire, Lightning, or Poison Damage (your choice). Each creature in the Cone must make a Dexterity Saving Throw against your Discipline Save DC. On a failed Save, a creature takes 8d6 Damage of the Type chosen, and a creature takes half as much Damage on a successful Save.
This Damage increases to 10d6 when you reach 15th Level in this class.
Once you use this Action, you can’t do so again until you finish a Long Rest.

Perfected Bond

15th Level Conclave of the Drakewarden Feature
Your bond to your drake reaches the pinnacle of its power. While your Drake is summoned, you and the Drake gain the following benefits:

  • The Drake’s Bite Attack deals an additional 1d6 Damage of the Type chosen with the Drake’s Draconic Essence feature.
  • The drake grows to Large Size. You can use your Drake's Flying Speed when you are riding it as per your Bond of Fang and Scale feature, you can use your Drake's Flying Speed.
  • When either you or the Drake takes Damage while the Drake is within 30ft of you, you can use your Reaction to give yourself or the Drake Resistance to that instance of Damage. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.




Conclave of the Fey Wanderer

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer. As you wander the world, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Fey Mark

3rd Level Conclave of the Fey Wanderer Feature
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal an additional 1d6 Psychic Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
When you deal this additional Damage, you Slow the target until the start of your next turn.
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features.

Mark Improvements
Feature Level Improvement
Mark Improvement (1d8) 6th Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
Mark Improvement (1d10) 9th Your Mark deals 1d10 Damage and does not require Concentration
Mark Improvement (1d12) 13th Your Mark deals 1d12 Damage and you can Mark two creatures
Mark Improvement (2d12) 18th Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn


Dreadful Strikes

3rd Level Conclave of the Fey Wanderer Feature
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Fey Forest. When you hit a creature with a Weapon Attack, you can deal an additional 1d4 Psychic Damage to the target. A creature can only take this additional Damage once per turn.
This extra Damage increases to 1d6 when you reach 11th Level in this class.

Otherworldly Glamor

3rd Level Conclave of the Fey Wanderer Feature
Your fey qualities give you a supernatural charm. Whenever you make a Charisma Check, you gain a bonus to the check equal to your Wisdom Modifier.
In addition, you gain Proficiency in one of the following Skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

7th Level Conclave of the Fey Wanderer Feature
The magic of the Fey Forest guards your mind. You have Advantage on Saving Throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120ft of you succeeds on a Saving Throw against being Charmed or Frightened, you can use your Reaction to force another creature you can see within 120ft of you to make a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the target is Charmed by you or Frightened of you (your choice) for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.

Warding Glamor

11th Level Conclave of the Fey Wanderer Feature
You can use your ethereal charm to discourage your foes from attacking you. When a creature would hit you with a Melee Attack, you can use your Reaction to force that creature to make a Wisdom Saving throw against your Discipline Save DC. On a failed Save, you choose a different creature in the Attack's Range, which can include the Attacker, to become the target of the Attack.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Misty Wanderer

15th Level Conclave of the Fey Wanderer Feature
You can use the tricky movement of fey. You learn the Misty Step Spell and can cast it at will, without expending Spell Slots. When you cast the Misty Step Spell, you can choose one willing creature within 5ft of you. That creature also teleports with the Spell, to an unoccupied space within 5ft of your space after the Spell is cast.


Conclave of the Gloom Stalker

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world.

Gloomy Mark

3rd Level Conclave of the Gloom Stalker Feature
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
When you deal this additional Damage you can lower the target's Initiative Score by an amount equal to your Wisdom Modifier at the start of the next round.
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features.

Mark Improvements
Feature Level Improvement
Mark Improvement (1d8) 6th Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
Mark Improvement (1d10) 9th Your Mark deals 1d10 Damage and does not require Concentration
Mark Improvement (1d12) 13th Your Mark deals 1d12 Damage and you can Mark two creatures
Mark Improvement (2d12) 18th Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn


Dread Ambusher

3rd Level Conclave of the Gloom Stalker Feature
You master the art of the ambush. You add your Wisdom Modifier to your Initiative Rolls.
At the start of your first turn in combat, your Speed increases by 10ft until the end of that turn. If you take the Attack Action on your first turn in combat, you make one additional Attack as part of that Action and the Attack deal an additional 1d8 Damage.

Umbral Sight

3rd Level Conclave of the Gloom Stalker Feature
You gain Darkvision out to a Range of 60ft.
You are also adept at evading creatures that rely on Darkvision. While in Darkness, you are Invisible to any creature that can only see you with Darkvision.

Iron Mind

7th Level Conclave of the Gloom Stalker Feature
You have honed your ability to resist the mind-altering powers of your prey. You gain Proficiency in Wisdom Saving Throws.

Stalker’s Flurry

11th Level Conclave of the Gloom Stalker Feature
You learn to attack with such unexpected speed that you can turn a miss into another strike. Once per turn when you miss on a Weapon Attack, you can make a single Weapon Attack immediately.

Shadowy Dodge

15th Level Conclave of the Gloom Stalker Feature
You can dodge in unforeseen ways, with wisps of supernatural shadow around you. When an Attack targeting you does not have Advantage, you can use your Reaction to give the Attack Disadvantage.


Conclave of the Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of triton to towering hydras and terrifying aberrations.

Hunting Mark

3rd Level Conclave of the Hunter Feature
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
When you deal this additional Damage, you can move 10ft without spending Speed or provoking Opportunity Attacks.
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features.

Mark Improvements
Feature Level Improvement
Mark Improvement (1d8) 6th Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
Mark Improvement (1d10) 9th Your Mark deals 1d10 Damage and does not require Concentration
Mark Improvement (1d12) 13th Your Mark deals 1d12 Damage and you can Mark two creatures
Mark Improvement (2d12) 18th Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn


Hunter’s Prey

3rd Level Conclave of the Hunter Feature
Your skill on the hunt grows. Once per turn, you can use one of the following abilities:

  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature that is below its Hit Point Maximum with a Weapon Attack, you deal an additional 1d8 Damage.
  • Giant Killer. After a Large or larger creature that you can see within 5ft of you Attacks you, you can Attack it.
  • Horde Breaker. When you make a Weapon Attack, you can make another Weapon Attack against a different creature in the Weapon's Range that is within 5ft of that creature.


Defensive Tactics

7th Level Conclave of the Hunter Feature
You gain the following benefits as your grow resilient to the tactics of your foes:

  • Creatures have Disadvantage on Opportunity Attacks against you
  • When a creature hits you with an Attack, you gain a +4 bonus to AC against all subsequent Attacks made by that creature for the rest of the turn.
  • You cannot be Frightened.


Multiattack

11th Level Conclave of the Hunter Feature
You gain the following features as your skill expands against hordes:

  • Volley. While you are wielding a Ranged Weapon, you can use your Action to choose and make a Ranged Weapon Attack against every creature of your choice within 10ft of that point that you can see and is within the Weapon's Normal Range. If you are using a Thrown Weapon you can draw a Weapon immediately after each of these Attacks.
  • Whirlwind. While you are wielding a Melee Weapon, you can use your Action to make a Melee Weapon Attack against every creature of your choice that you can see within the Weapon's Reach.


Hunter’s Defense

15th Level Conclave of the Hunter Feature
You gain the following abilities as your defense grows impenetrable:

  • Evasion. You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.
  • Stand Against the Tide. When a creature misses on a Melee Attack, you can use your Reaction to force that creature to redirect that Attack to a creature other than the target that is within the Attack's Reach.
  • Uncanny Dodge. When a creature that you can see hits you with an Attack, you can use your Reaction to halve the Attack's Damage against you.



Conclave of the Marsh Warden

Marshwardens take their cues from nature’s most challenging terrains and capable— amphibious—explorers. In doing so, these rangers become world-treading athletes with powerful magic toxins at their disposal. Marshwardens often seek to protect the world’s most endangered subjects and dive headfirst into new challenges, knowing full well that no matter what obstacle stands in their way, they almost certainly have the means to overcome it.

Toxic Mark

3rd Level Conclave of the Marsh Warden Feature
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal an additional 1d6 Acid or Poison Damage (your choice). Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.
You can use Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
When you deal this additional Damage, you can use a Bonus Action to force the target to make a Constitution Saving Throw against your Discipline Save DC. On a failed Save the creature becomes Poisoned until the end of your next turn.
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features.

Mark Improvements
Feature Level Improvement
Mark Improvement (1d8) 6th Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
Mark Improvement (1d10) 9th Your Mark deals 1d10 Damage and does not require Concentration
Mark Improvement (1d12) 13th Your Mark deals 1d12 Damage and you can Mark two creatures
Mark Improvement (2d12) 18th Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn


Amphibious Alacrity

3rd Level Conclave of the Marsh Warden Feature
You gain a Climbing and Swimming Speed equal to your Walking Speed, and you can hold your breath for a number of minutes equal to 5 x your Ranger Level.
When you reach 7th Level in this class, you can Jump your full Long Jump and High Jump distance, with or without a running start.
When you reach 11th Level in this class, you gain the ability to move across liquids on your turn without falling during the move.

Toxic Strikes

3rd Level Conclave of the Marsh Warden Feature
You ignore the Loading Property of Blowguns and War Blowguns, and Attacking with a Blowgun or War Blowgun at Long Range doesn’t impose Disadvantage on the Attack.
In addition, your strikes are magically toxic. Once per turn when you hit a creature with a Weapon Attack, you can deal an additional 1d6 Acid or Poison Damage (your choice) to the target.
This extra Damage increases to 1d8 when you reach 11th Level in this class. When you deal this extra Damage with a Blowgun, War Blowgun, or Dart, you use the maximum result for the die instead of rolling.

Poisonous Defense

7th Level Conclave of the Marsh Warden Feature
When a creature successfully Grapples or Restrains you, it takes Acid or Poison Damage (your choice) as per your Toxic Strikes feature. The creature takes this Damage again at the end of each of its following turns that it continues to Grapple or Restrain you.
In addition, when a creature that you can see hits you with a Melee Attack, you can use your Reaction to deal Acid or Poison Damage (your choice) as per your Toxic Strikes feature, and additional Damage of the same Type equal to your Ranger Level.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Crippling Toxins

11th Level Conclave of the Marsh Warden Feature
Whenever you deal Damage with your Toxic Mark, Toxic Strike, or Poisonous Defense Features, the target’s Speed is reduced by 10ft until the start of your next turn.

Unstoppable Marshal

15th Level Conclave of the Marsh Warden Feature
You have Immunity to Poison Damage, and you are Immune to the Poisoned Condition. Additionally, you are always under the effects of the Freedom of Movement Spell.


Conclave of the Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out aberrations, vampires, evil fey, evil highlings, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Slaying Mark

3rd Level Conclave of the Monster Slayer Feature
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal 2d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
When you deal this additional Damage, you can make the Damage dealt by the Attack magical for the purposes of overcoming Resistance and Immunity.
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features.

Mark Improvements
Feature Level Improvement
Mark Improvement (1d8) 6th Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
Mark Improvement (1d10) 9th Your Mark deals 1d10 Damage and does not require Concentration
Mark Improvement (1d12) 13th Your Mark deals 1d12 Damage and you can Mark two creatures
Mark Improvement (2d12) 18th Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn


Hunter’s Sense

3rd Level Conclave of the Monster Slayer Feature
You gain the ability to peer at a creature and magically discern how best to hurt it. As a Bonus Action, choose one creature you can see within 60ft of you. You immediately learn whether the creature has any Damage Immunities, Resistances, or Vulnerabilities and what they are. If the creature is hidden from Divination Magic, you sense that it has no Damage Immunities, Resistances, or Vulnerabilities.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.

Supernatural Defense

7th Level Conclave of the Monster Slayer Feature
You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slaying Mark feature forces you to make a Saving Throw and whenever you make an Ability Check to escape that target’s Grapple, you add 1d6 to the Saving Throw or Ability Check.

Magic-User’s Nemesis

11th Level Conclave of the Monster Slayer Feature
You gain the ability to thwart someone else’s magic. When a creature that you can see within 60ft of you casts a Spell or teleport, you can use your Reaction to attempt to magically foil it. When you do so, the creature must succeed on a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the Spell or teleportation fails and is wasted.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Slayer’s Counter

15th Level Conclave of the Monster Slayer Feature
You gain the ability to counterattack when your prey tries to sabotage you. If a creature Marked by your Slaying Mark feature forces you to make a Saving Throw, you can use your Reaction to make a single Weapon Attack against the target if it is within your Weapon's Range. If you hit on this Attack, you automatically succeed the Saving Throw.


Conclave of the Swarmkeeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Swarming Mark

3rd Level Conclave of the Swarmkeeper Feature
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal an additional 1d6 Magical Piercing Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
When you deal this additional Damage, you can use a Bonus Action to cause the target to treat all other creatures as if they were behind 1/2 Cover until the start of your next turn.
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features.

Mark Improvements
Feature Level Improvement
Mark Improvement (1d8) 6th Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
Mark Improvement (1d10) 9th Your Mark deals 1d10 Damage and does not require Concentration
Mark Improvement (1d12) 13th Your Mark deals 1d12 Damage and you can Mark two creatures
Mark Improvement (2d12) 18th Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn


Gathered Swarm

3rd Level Conclave of the Swarmkeeper Feature
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance. You learn the Mage Hand Cantrip, using Wisdom as its Spellcasting Ability. When you cast it, the hand takes the form of your swarming nature spirits.
Once per turn, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an Attack:

  • The target takes 1d6 Magical Piercing Damage.
  • The target makes a Strength Saving Throw against your Discipline Save DC. On a failed Save a creature is pushed 15ft horizontally in a direction of your choice.
  • You are pushed 5ft in a direction of your choice.


Writhing Tide

7th Level Conclave of the Swarmkeeper Feature
You can condense part of your swarm into a focused mass that lifts you up. As a Bonus Action, you gain a 10ft Flying Speed and can hover. This effect lasts for 1 minute or until you are Incapacitated.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Mighty Swarm

11th Level Conclave of the Swarmkeeper Feature
Your Gathered Swarm grows mightier in the following ways:

  • The damage of your Gathered Swarm feature increases to 1d8.
  • If a creature fails its Saving Throw against being moved by your Gathered Swarm feature, you can also knock the creature Prone.
  • When you are moved by your Gathered Swarm feature, it gives you 1/2 Cover until the start of your next turn.



Swarming Consumption

11th Level Conclave of the Swarmkeeper Feature
You can non-magically replicate the effects of the Gaseous Form Spell as an Action using Wisdom as the Spellcasting Ability.
You can replicate the Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Swarming Dispersal

15th Level Conclave of the Swarmkeeper Feature
You can discorporate into your swarm, avoiding danger. When you take Damage, you can use your Reaction to give yourself Resistance to that Damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30ft of you, where you reappear with the swarm.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


Characters

Sarikaya Komzin, the Verdan, Conclave of the Cursed Ranger