Ranger Conclaves

Beast Conclave
Burghal Explorer
Diabolist
Fey Hunter
Freerunner
Gloomstalker
Herbalist Conclave
Horizon Walker
Hunter Conclave
Monster Slayer
Nightstalker
Stalker

Restricted Conclaves

Awakened (bound spirit)
Banshee Conclave

Gnome/Halfling/Kobold
Trickster Conclave

Shifter
Moonstalker Conclave

Ranger

For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game — even fugitives among their own people.

Character Creation

Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.

A relationship with civilization informs every ranger’s personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization’s frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.

Why did you choose the path of a ranger. In the following table are some suggestions, but keep in mind your background and all the other details you have established so far.

Ranger Background

d6 I became a ranger because …
1 I found purpose while I honed my hunting skills by bringing down dangerous animals at the edge of civilization.
2 I always had a way with animals, able to calm them with a soothing word and a touch.
3 I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one place for too long.
4 I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie beyond civilization’s borders.
5 I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands.
6 I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments.

Ranger Class Features

The Ranger
-Level- -PB- -Features- -Spells- 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer,
Sworn Enemy
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Conclave 3 3
4th +2 Primeval Awareness 3 3
5th +3 Ranger Conclave feature 4 4 2
6th +3 Greater Sworn Enemy 4 4 2
7th +3 Ranger Conclave feature 5 4 3
8th +3 Relentless 5 4 3
9th +4 6 4 3 2
10th +4 Hide in Plain Sight 6 4 3 2
11th +4 Ranger Conclave feature 7 4 3 3
12th +4 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Low Profile 8 4 3 3 1
15th +5 Ranger Conclave feature 9 4 3 3 2
16th +5 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Evolutionary Balance 10 4 3 3 3 1
19th +6 11 4 3 3 3 2
20th +6 Apex Predator 11 4 3 3 3 2

As a ranger, you gain the following class features.

Hit Points

Hit Dice: 1d10

Saving Throws

You are proficient with Dexterity and Strength saving throws.

Skills

Class Skills: Animal handling, Herbalism, Nature, Perception, Physique, Stealth, Survival and Swimming

Skill Points: You gain 3 skill points at 1st level.

Skills - Combat

Weapon Groups: You have rank 2 with all weapon groups.

Combat Skills: You gain the Light armor and Medium armor skills.

After 1st level: You gain 1 skill point to spend on combat skills every level.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Natural Explorer

You are particularly familiar with the natural world, adept at traveling and surviving out in the wilds. At 1st level, choose three of the following traits. You may choose two additional traits at 6th and 10th level.

Sworn Enemy

At 1st level, you swear an oath to protect the world against a particular type of enemy. Choose one of the following options.

Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain one use of Primeval Awareness.
Add the following class specific benefits to choose from:
* Regain all uses of Favored Foe.
* Regain all uses of Primeval Awareness.
* Regain all uses of Fade Away.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the options from the fighter list of fighting styles. You can’t take a fighting style option more than once, even if you later get to choose again.

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast a spell, you must expend a slot of the spell’s level or higher. You regain expended spell slots when you finish a long rest.

Spells Known

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Primeval Awareness

From 4th level, your mastery of ranger lore allows you to establish a link to beasts and to the land around you.

You have an ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked.

Favored Enemy

If you have the Favored Enemy feature, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 minute in concentration, you sense whether any such enemies are present within 5 miles of you. This feature reveals which type of enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

You may use this feature a number of times equal to your proficiency bonus and can regain all expended uses when you finish a long rest.

Greater Sworn Enemy

At 6th level, you are ready to hunt even deadlier game. Depending on which Sworn Enemy you selected at 1st level, you gain the following feature:

Relentless

At 8th level you can choose one of the following options:

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. If you remain motionless while hiding, creatures that attempt to detect you take a −10 penalty to their Perception checks.

Low Profile

Starting at 14th level, you are no more remarkable in your element than a small animal or an insect, able to slip by almost anyone unnoticed. Choose one of the following features:

Evolutionary Balance

At 18th level, you gain a special ability to detect your prey. Choose one of the following options.

Apex Predator

At 20th level, you become an unparalleled hunter. Choose an option.

Ranger Conclaves

Across the wilds, rangers come together to form conclaves - loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.


Beast Conclave

Conclave Features

Ranger Level Feature
3rd Animal Companion
5th Coordinated Attack
7th Beast’s Defense
11th Storm of Claws and Fangs
15th Superior Beast’s Defense

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of preparation, you call forth an animal from the surrounding wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call return your animal companion to life, with 1 hp.

If you use this ability to call upon a new companion, your current companion leaves you.

Expanding Companion Options

Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you.

d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Coordinated Attack

You and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast’s Defense

While your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs

Your companion can use its action to make a melee attack against each creature of its choice within 5 ft of it with a separate attack roll for each target.

Superior Beast’s Defense

Whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it


Burghal Explorer

Conclave Features

Ranger Level Feature
3rd Burghal Explorer Magic,
Grazing Strike
5th Extra Attack
7th Above and Below
11th Streetwise
15th Close Quarters

Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless.

Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest, plots of land.

“Ranging doesn’t just happen in the wilderness. It happens in ancient ruins, dank caves, and crowded cities. The towers are my mountains, the allies are my forest, and the criminal scum is my quarry.”

– Landon Fleetcloak, Burghal explorer

Burghal Explorer Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Burghal Explorer Spells table. The spell counts as a ranger spell for you, but it does not count against the number of ranger spells you know.

Burghal Explorer Spells

Ranger Level Spells
3rd find familiar
5th misty step
9th tongues
13th Mordenkainen’s faithful hound
17th animate objects

Grazing Strike

You gain the ability to hinder your foes with your strikes. Once per turn when you damage a creature with a weapon attack, you can graze your target’s arm, leg, chest, or head. When you do, the creature takes an additional 1d4 damage and you impose one of the follow effects on that target:

Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Above and Below

You can identify the fastest routes across cityscapes or crumbling ruins, whether the path leads through the sewers below or the roofs above. Climbing and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Streetwise

You disappear into crowds without hesitation. While you are hidden, moving through a crowd that isn’t hostile to you, you can don a disguise if you have prepared it in advance and you have at least one hand free.

Close Quarters

You always gain the benefits of half cover whenever two or more creatures are within 5 ft of you. As a bonus action while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 ft away from you.


Diabolist

Conclave Features

Ranger Level Feature
3rd Diabolist Magic,
Phantom Sense,
Mind Impression (1d6)
5th Extra Attack
7th Spiritual Sheath
11th Planar Blockade, Mind Impression (2d6)
15th Material Slip
Rest Additions
The following additions are made to the general rest rules.
Long rest
Add the following class specific benefits to choose from:
* Regain use of Material Slip.

Diabolist rangers roam the land, searching for tales of shades that hunt for the living, banshees that haunt the woods, or even helping ghosts that are not aware that they have passed in the first place. They believe that the ethereal creatures that we may become should be helped to pass on to a proper plane of existence, or at the very least stopped from harming others.

Diabolist Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Diabolist Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Diabolist Spells

Ranger Level Spells
3rd detect evil and good
5th gentle repose
9th magic circle
13th death ward
17th dispel evil and good

Phantom Sense

You gain the ability to magically sense the presence of ethereal undead creatures. As an action, you detect the location of the closest ethereal undead creature within 100 ft of you. You learn the CR of the creature, but not the exact type of the creature.

Mind Impression

You can enhance your knowledge of the afterlife to whittle away the psyche of others. As a bonus action, you designate one creature you can see within 30 ft of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes psychic damage, and the creature takes an extra 1d6 psychic damage from the attack.

When you reach 11th level in this class, the extra damage increases to 2d6.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Spiritual Sheath

You are well versed in the effects that the supernatural creatures can cause. You have advantage on any saving throw from undead creatures’ special abilities, for example a ghost’s Possession or a specter’s Life Drain feature.

Planar Blockade

You can sense when a creature attempts to move out of this plane or travel and attempt to block it. Whenever a creature within 60 feet of you attempts to teleport or use a feature to travel to another plane, similar to the plane shift spell, you can use your reaction to cause the target creature to make a Wisdom saving throw. On a failure, the creature’s attempt fails.

Material Slip

You can alter your form to match the creatures you fight. As a bonus action, you can magically transform yourself into a semi-ethereal form, one between the material plane and a spirit. While you are like this, you have resistance to all damage from creatures that are not ethereal, except for force damage. You do not have resistance from any creature that is ethereal.

While in this form, you can move in any direction, including up and down, or through objects as difficult terrain. If you end your turn in an object, you take 10 force damage. You remain in this form for 1 minute. This feature ends early if you use a bonus action to do so, you fall unconscious, you die, or if you enter an area of antimagic.

Once you use this feature, you cannot do so again until you finish a long rest.


Fey Hunter

Conclave Features

Ranger Level Feature
3rd Fey Hunter Magic,
Sealed Mind
5th Extra Attack
7th Rally Against Fey
11th Lift the Veil
15th Master Fey Hunter

A fey hunter specializes in eliminating menaces from the Fey Realms and resisting the many charms and deceptions of the fey. Though fey hunters need not slay every fey they meet, alliances between the fair folk and their hunters are fleeting and uneasy.

Fey Hunter Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Fey Hunter Spells

Ranger Level Spells
3rd secure home
5th earthbind
9th steel butterflies
13th by the light of the watchful moon
17th hallow

Sealed Mind

You become vigilant against the wiles of the fey. You become proficient with Wisdom saving throws and you have advantage on saves against being charmed.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Rally Against Fey

When an ally within 30 ft of you fails a saving throw against an enchantment spell, you can use your reaction to allow that ally to reroll the saving throw and take the higher result. You cannot use this feature on yourself.

Lift the Veil

Your strikes cut away at the magic surrounding your prey. When you take the Attack action and damage your target, you can use your bonus action to immediately end any one spell of 3rd level or lower affecting the target. You must know what effect you want to end, e.g. you could choose to end whatever is making your foe invisible, not necessarily knowing the exact spell causing the effect.

Additionally, as an action, you may expend a spell slot of 2nd level or higher to gain truesight to a range of 60 ft. The duration requires concentration and lasts until the end of your next round (2nd level slot), 1 minute (3rd level slot), 10 minutes (4th level slot), or 1 hour (5th level slot).

Master Fey Hunter

Your attacks and spells against fey creatures ignore any resistances they possess. Additionally, you can now end spells of 5th level or lower when using your Lift the Veil feature.


Freerunner

Conclave Features

Ranger Level Feature
3rd Freerunner Magic,
Freerunning,
Momentum
5th Extra Attack
7th Evasive Fighter
11th Hit Hard, Hit Fast
15th Nimble Dodge

Agile, evasive, and unmoored from the constraints that slow down other rangers, the archetypal freerunner is supremely nimble and capable of crossing terrain as quickly as possible. They accomplish this through a skilled combination of dashing, leaping, and nimbly climbing, that guides them down clever paths through their environments. Moreover, an adept freerunner can convert the momentum from their gymnastics into deadly force, crushing their enemies with exceptional impact from unexpected directions.

A freerunner is most at home in a city or in the treetops of a great forest, for their unique movement requires a place that is steeped with complex geometry which reaches high into the sky. Of course, even on flat terrain, a freerunner’s agility is not to be underestimated, for they can dive through a giants legs or scurry up its back with ease.

Freerunner Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Freerunner Spells

Ranger Level Spells
3rd haste
5th spider climb
9th fast step
13th dimension door
17th passwall

Freerunning

You have trained extensively to move freely over and through any terrain using only the abilities of the body. Gain the Acrobatics - Parkour skill and its prerequisite. If you have that skill already you may spend the skill point on any class skill.

Additionally, you have mastered a number of techniques:

Momentum

If you move through a hostile creature’s space, leave a creature’s reach or move at least 15 ft vertically, you deal an additional 1d6 damage on the next weapon attack you make on your turn.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Evasive Fighter

When you use a freerunning technique, you gain a +2 bonus to your AC until the beginning of your next turn.

Hit Hard, Hit Fast

The additional damage from your Momentum feature increases to 2d6.

Nimble Dodge

When a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your movement speed, potentially moving you outside the effect’s area.


Gloomstalker

Conclave Features

Ranger Level Feature
3rd Gloomstalker Magic,
Dread Ambusher,
Low-light Vision
5th Extra Attack
7th Iron Mind
11th Stalker’s Flurry
15th Shadowy Dodge

Gloomstalkers 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 Gloomstalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Gloomstalker Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Gloomstalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gloomstalker Spells

Ranger Level Spells
3rd disguise
5th rope trick
9th fear
13th greater invisibility
17th mislead

Dread Ambusher

You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your speed increases by 10 ft, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

Low-light Vision

You can see in dim light within 120 ft as if it were bright light.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Iron Mind

You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency with Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker’s Flurry

You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.


Herbalist Conclave

Conclave Features

Ranger Level Feature
3rd Herbalist Magic,
Alchemist,
Volatile Mixtures
5th Extra Attack
7th Natural Resistance
11th Quick Mixing
15th Master Alchemist

Herbalist rangers have learned to extract the magical properties of plants and nature in order to create potent mixtures that can aid allies and hinder foes.

Herbalist Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Herbalist Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Herbalist Spells

Ranger Level Spells
3rd purify food and drink
5th aid
9th create food and water
13th blight
17th greater restoration

Alchemist

Gain 1 skill point to spend on the Alchemy skill.

Volatile Mixtures

As long as you have an herbalism kit, during a long rest you can prepare five mixtures, chosen from the list below, in any combination. For example, you can prepare three healing draughts and two quick coatings at the end of a long rest.

It is assumed that your mixtures are created from ingredients foraged or gathered while traveling. Your mixtures lose their potency after 24 hours. Some mixtures require a target to make a saving throw to resist the mixture’s effects. The saving throw DC is your ranger spell save DC.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Natural Resistance

Due to repeated exposure to alchemical mixtures and poisons, your body’s natural resistances have increased. You gain proficiency with Constitution saving throws.

Quick Mixing

During a long rest you can prepare an additional number of mixtures equal to your Wisdom modifier (total of 5 + your Wisdom modifier).

Master Alchemist

You have mastered your mixtures’ recipes, and have learned to combine your ingredients to deadly effectiveness. Your mixtures gain additional effects:


Horizon Walker

Conclave Features

Ranger Level Feature
3rd Horizon Walker Magic,
Detect Portal,
Planar Warrior (1d8)
5th Extra Attack
7th Ethereal Step
11th Distant Strike,
Planar Warrior (2d8)
15th Spectral Defense
Rest Additions
The following additions are made to the general rest rules.
Long rest
Add the following class specific benefits to choose from:
* Regain all uses of Ethereal Step.

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes.

These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.

Horizon Walker Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells

Ranger Level Spells
3rd protection from evil and good
5th misty step
9th dimensional leash
13th banishment
17th teleportation circle

Detect Portal

You gain the ability to magically sense the presence of a planar portal. As an 10 minutes ritual, you detect the distance and direction to the closest planar portal within 1 mile of you.

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

Planar Warrior

You learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 ft of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.

When you reach 11th level in this class, the extra damage increases to 2d8.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Ethereal Step

You learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Distant Strike

You gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 ft before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to that attack’s damage on this turn.


Hunter Conclave

Conclave Features

Ranger Level Feature
3rd Hunter’s Prey
5th Extra Attack
7th Ethereal Step
11th Distant Strike,
Planar Warrior (2d8)
15th Spectral Defense

The Hunter serves as a protector of both the wilderness and civilization. They attempt to keep the peace, ensuring hostilities don’t arise between the two different settlements. A Hunter is equipped to handle threats from both sides, from poachers and polluters to rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter’s Prey

You gain one of the following features of your choice.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Defensive Tactics

Your training has made you resilient in the face of overwhelming odds. You gain one of the following features of your choice.

Multiattack

Gain one of the following features of your choice.

Superior Hunter’s Defense

Your experience has proven invaluable in keeping you safe from harm. Gain one of the following features of your choice.


Monster Slayer

Conclave Features

Ranger Level Feature
3rd Monster Slayer Magic,
Hunter’s Sense,
Slayer’s Prey
5th Extra Attack
7th Supernatural Defense
11th Magic-User’s Nemesis
15th Slayer’s Counter
Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain use of Magic-User’s Nemesis.

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

Monster Slayer Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Monster Slayer Spells

Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Hunter’s Sense

Gain the ability to peer at a creature and magically discern how best to hurt it.

As an action, choose one creature you can see within 60 ft. 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.

Slayer’s Prey

You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 ft as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short rest. It ends early if you designate a different creature.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Supernatural Defense

You gain extra resilience against your prey’s assaults on your mind and body.

Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

Magic-User’s Nemesis

Gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 ft of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can’t use it again until you finish a short rest.

Slayer’s Counter

Gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.


Nightstalker

Conclave Features

Ranger Level Feature
3rd Nightstalker Magic, Shadow Familiar
5th Extra Attack
7th Shadowy Transposition
11th Dark Sentinel
15th Midnight Bulwark

The Nightstalker conclave emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield.

Nightstalker Magic

Learn an additional spell when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Nightstalker Spells

Ranger Level Spells
3rd cloak of shadow
5th umbral form
9th doomhound
13th rend shadows
17th Lorlovim’s creeping shadow

Shadow Familiar

Gain the ability to summon a creature of shadow to serve you. As a bonus action on your turn, you can conjure or dismiss your shadow familiar, which takes the form of a spectral creature that cannot be targeted or damaged. You choose the form you can create when you select this subclass.

When you conjure your shadow familiar, it appears in an unoccupied space within 30 ft. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar make attacks of its own. The attacks use your spell attack modifier for their attacks, and the familiar makes one melee attack for each attack you forgo. While within 120 ft of your familiar, you can command it to move (no action required). The speeds and attacks of the three forms are listed below.

Bear. This form has a speed of 30 ft. On a hit, its attack deals 1d10 + your Wisdom modifier slashing damage, and trigger any spells or features that would trigger from your own attacks (such as Hunter’s Mark).

Raven. This form has a flying speed of 90 ft and a walking speed of 10 ft. On a hit, its attack deals 1d4 + your Wisdom modifier slashing damage, and causes the next attack made against the target before the end of your next turn to be made at advantage.

Wolf. This form has a speed of 40 ft. On a hit, its attack deals 1d6 + your Wisdom modifier piercing damage, and causes its target to have disadvantage on the next attack roll it makes before the end of its next turn.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Shadowy Transposition

Whenever you cast a ranger spell of 1st level or higher, you can choose to swap locations with your familiar immediately before or after casting the spell.

Dark Sentinel

Whenever a creature leaves the reach of your shadow familiar, you can use your reaction to have it make an attack of opportunity against that creature.

Midnight Bulwark

Whenever a creature adjacent to your shadow familiar makes an attack against you, you can use your reaction to have the familiar make an attack against that creature.

Additionally, whenever you command your familiar to make an attack using your reaction and the attack hits, the target’s speed is reduced to half until the end of the target’s current turn.


Stalker

Conclave Features

Ranger Level Feature
3rd Investigator’s Intellect,
Penetrating Insight
5th Extra Attack
7th Iron Mind
11th Informant Network,
Twenty Moves Ahead
15th Reliable Insight

At first glance, you seem hopelessly out of place in an adventuring party, looking instead like a drab town dweller who has wandered into danger by mistake. You maintain a soft-spoken, rather nondescript demeanor, but this is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only your closest friends realize the extent of your expertise in intelligence gathering. And that’s just the way you like it. Stalkers serve as investigators, spies, informants, interrogators, and vigilantes.

Unlike other rangers, you are just as at home in a crowded metropolis as you are in a wilderness setting. Like all rangers, you are a master of the hunt, but when your prey can be as intelligent, sophisticated, or devious as yourself, hunting them is a far more complex task. You are experienced in solving intricate mysteries and bringing justice to the masterminds behind ambitious crimes. As comfortable stalking your quarry in a bustling city as a savage wilderness, you are no mere urban ranger, but a master of observation, deduction, and interrogation.

Investigator’s Intellect

When you choose this archetype at 3rd level, you gain a superior mastery of skills related to obtaining information, allowing you to find clues others might miss. This gives you a number of benefits:

Penetrating Insight

You can focus your deductive powers on a single target, analyzing its weaknesses and gaining insights on how to defeat it. As a bonus action, you can force a creature you can see that isn’t incapacitated to make a Charisma saving throw against your ranger spell DC. The target has disadvantage on this saving throw if it is your favored enemy. If the creature succeeds, they are immune to this effect for 1 hour.

If the target fails, once during each of your turns, you can roll 1d6 and add the result to one of the following rolls of your choice:

These benefits last until you target a different creature with this feature or until you finish a long rest.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Mind

You have trained your mind to an extraordinary level of insight, memory, and attention to detail and gain the following benefits:

Informant Network

You have carefully built up a network of informants who you can contact from almost anywhere (via a messenger bird, magic, or other). These informants are mix of guards, beggars, vagabonds, merchants, and allied government officials who have enough personal loyalty to you to perform routine favors, but not to risk their safety. As long as you are within 100 miles of a settlement that includes at least 100 intelligent creatures with whom you share a language, you can use the following abilities:

For example, if you entered a new city and used this ability, you could determine its most powerful thieves’ guild, the locations of temples that can provide magical healing, and which graveyards are said to be haunted by undead.

Twenty Moves Ahead

You can see through your opponent’s deceptions and anticipate their actions. When a creature that is the target of your Penetrating Insight feature misses you with an attack roll, that creature provokes an opportunity attack from you. In addition, all checks to deceive you are made with disadvantage.

Reliable Insight

While a creature that you have successfully used your Penetrating Insight feature on within the last hour is also the target of a spell on which you are maintaining concentration, you have advantage on attack rolls and Insight checks against that creature.


Restricted to Awakened (bound spirit) characters

Banshee Conclave

Conclave Features

Ranger Level Feature
3rd Dreadful Visage, Phaseblade
5th Terrorizer
7th Creature of Fear
11th Haunting Keen
15th Lament

Gifted with power from the dark corners of the feywild, this conclave embodies the horror that haunts the hills. Banshees imitate spirits and spectres to stalk, terrify, and slaughter their enemies. They are the very image of fear, whose knives gleam grisly silver and whose terrible howls chill the soul.

Restriction

The Banshee conclave can only be taken by an awakened bound spirit.

Bonus Spells

You learn an additional spell when you reach certain levels in this class, as shown in the Banshee Magic table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Banshee Magic

Ranger Level Spells
3rd catapult
5th shadow blade
9th fear
13th crystal wail
17th telekinesis

Dreadful Visage

You specialize in hunting the cowardly. You can use a bonus action to transform your face into a terrible countenance for a split second. Choose one creature within 30 ft that can see you. The sight of you forces that creature to make a Wisdom saving throw against your spell save DC. If it fails, it is frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the your Dreadful Visage for the next 24 hours. A creature has disadvantage on saving throws against this feature if one or more creatures within 30 of it are also frightened of you.

Phaseblade

Your ghostly nature transforms your weapons. Once per turn when you make a weapon attack, you can phase your weapon or ammunition through the target. This attack deals your choice of cold, necrotic, or psychic damage, and deals an extra 1d8 damage of the chosen type. If the target is frightened, the attack roll ignores AC bonuses granted by shields, parrying reactions, and all but total cover.

Terrorizer

You have advantage on attack rolls against creatures that are frightened of you.

Creature of Fear

You have become so used to using fear as a weapon that the same tactic doesn’t work against you. You are immune to the frightened condition, and gain proficiency with Charisma saving throws.

Haunting Keen

You can use Dreadful Visage when you roll initiative. Whenever you use Dreadful Visage in this way, you can replace the facial transformation with a horrific wail that affects all hostile creatures within 60 feet of you, instead of one creature.

Lament

You can use your reaction to let out a mournful wail that wards off death when one friendly creature that you can see within 60 ft drops to 0 hit points. Until that creature is stabilized, it has advantage on death saving throws and attack rolls made against it have disadvantage. You can use this reaction immediately before being knocked to 0 hit points to gain its benefits yourself.

You can use this feature a number of times equal to your Wisdom modifier, and must complete a long rest before you do so again.


Restricted to Gnome & Halfling & Kobold characters

Trickster Conclave

Conclave Features

Ranger Level Feature
3rd Bonus skills,
Combat Trickster,
Opportune Strike
5th Rabbit from a Hat
7th Out of Sight, Out of Reach,
Combat Trickster (additional tricks, d8 damage)
11th Exploitative Nature
15th Elusive Foe,
Combat Trickster (additional tricks)

Halfling, Kobold and Gnome rangers are regularly underestimated, but those in the Trickster conclave use that lack of esteem as both a defense and an offense, when need be. Using their cleverness and various talents, they create their own advantages in order to level the playing field.

Restriction

The Trickster conclave can only be taken by a Gnome, Halfling or Kobold character.

Bonus Skills

Gain 2 skill pooints to spend on Craft and Engineering skills.

Combat Trickster

Starting when you join this conclave, you learn how to use your ingenuity, deft hands, and the knowledge you’ve accumulated, to counteract that you are physically at a disadvantage to most foes. You gain proficiency with tinker’s tools if you don’t have it already.

Combat Tricks. The conclave has entrusted you with three blueprints and designs for combat tricks; items meant to hinder your enemies. The combat tricks are detailed at the end of the archetype description. You learn the design of one additional combat trick at 7th and 15th level.

Trick Capacity. Using your tinker tools, you can spend a short rest crafting or repairing a combat trick. You can only carry four of these combat tricks at any given time. Your trick capacity increases by one at 7th level and 15th level.

Saving Throws. Your combat tricks require creatures that trigger them to make a saving throw to avoid its effects. The saving throw DC is calculated as follows: Combat Trick DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)

Opportune Strike

You have leart how to exploit the openings your combat tricks create. When a creature fails a saving throw against one of your combat tricks, you can use a reaction to make one weapon attack against it. Additionally, you never trigger your own combat tricks unless you want to.

Rabbit From a Hat

Your familiarity with the combat tricks you employ improves your handling of them. You can choose to use combat tricks as a bonus action.

Additionally, when you craft or repair a combat trick, you can spend a spell slot to enchant it. An item enchanted in this way deals your choice of fire or poison damage when a creature fails its saving throw against it. The damage is 3d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. If more than one combat trick is placed in the same area, a creature only takes damage from the most powerful of them. Regardless of whether the creature fails its saving throw or not, the magic imbued in the item is expended.

Out of Sight, Out of Reach

You always have a plan to get out of a sticky situation. You can use a bonus action to take the Disengage action.

Exploitative Nature

Your keen eye knows exactly which signs to look for, and how to exploit a show of weakness, no matter how slight it is. When you use a reaction to attack a creature because it failed a saving throw against one of your combat tricks, you can make two weapon attacks instead of one.

Elusive Foe

You can use every opportunity to get out of dodge. When a creature fails a saving throw against one of your combat tricks, you can use your reaction to move up to half your speed.

Combat tricks

Some of the items here are also in the Player’s Handbook, but these versions are slightly improved, due to the time, effort, and talent poured into making them.

In addition to hindering your enemies in some way, some are also designed to harm. When combat tricks deal damage, they refer to your trick die, which starts out as d6, and at 7th level it becomes d8.


Restricted to Shifter characters

Moonstalker Conclave

Conclave Features

Ranger Level Feature
3rd Combat Savagery
5th Extra Attack
7th Mystic Savagery, Unleash the Silent Predator
11th Call to the Moon, Pack Leader
15th Circle the Prey

All weretouched—whether they are shifters or lycanthropes—harbor a bestial nature inside themselves. This innate fierceness in lycanthropic blood reveals itself most often in battle. Many weretouched call upon their legacy when needed, but at some point you learned that you were different, and that the power in your blood was greater than you believed.

You take the name moonstalker for the strong tie to your lycanthropic nature you have nurtured in your spirit. You have always had an greater animalistic side, manifested in your physical features and sometimes through your behavior, and now you have awakened this heritage in yourself to become preternaturally formidable. Your tactics and behavior have left behind civilized methods for the savagery, speed, and frightening fury of an untamed predator.

Restriction

The Moonstalker conclave can only be taken by a Shifter character.

Combat Savagery

You gain a number of savagery points equal to your proficiency bonus. When you finish a short rest, you lose unused savagery points, and gain a number of savagery points equal to your proficiency bonus.

When you hit a creature with a natural weapon or light melee weapon, you can expend 1 savagery point to inflict extra damage equal to your Wisdom bonus on the creature and to create one of the following effects:

You cannot spend more than 1 savagery point on the same attack.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Mystic Savagery

As a bonus action, you can spend one spell slot and gain a number of savagery points equal to the slot’s level.

Unleash the Silent Predator

You can transform yourself into the powerful creature lurking inside you. Choose a beast whose challenge rating is 4 or lower. You can spend 3 savagery points to cast the polymorph spell without any components, targeting yourself and polymorphing into the chosen beast. The casting time is changed to 1 bonus action for this casting, but the duration is reduced to 1 minute. The spell is not a concentration spell when cast in this way.

While in the form you assumed, you gain resistance to nonmagical bludgeoning, piercing, or slashing damage that is not silver. Otherwise it functions just like a normal polymorph spell.

Once you use this feature, you cannot do so again until you finish a long rest.

Call to the Moon

You unleash a bloodcurdling howl or roar, announcing that the hunt has begun. As an action, you can force each creature of your choice within 30 feet to make a Wisdom saving throw against your ranger spell save DC. Creatures that are prone or are your favored enemy have disadvantage on this saving throw. A target takes 3d8 psychic damage on a failed save or half as much damage on a successful one. In addition, creatures that fail the save are frightened by you until the end of your next turn.

Once you use this feature, you cannot do so again until you finish a short rest.

Pack Leader

While adjacent to a prone creature, you and your allies add your Wisdom modifier to damage rolls against that creature.

Circle the Prey

You instinctively sense the perfect opening to stalk around your prey and inflict a finishing blow. As a bonus action, choose one creature you can see within 30 ft. For 1 minute, you gain the following benefits when attacking that creature.

Once you use this feature, you cannot do so again until you finish a short rest.