# THE RANGER
Rough and wild looking, a human 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, an elf finds her feet and draws back her bow to loose an arrow at the 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 half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, 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.
### Deadly Hunters
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.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
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### Independent Adventurers
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 independentl, almost to a fault, making rangers well suited to adventuring, as they are accustomed to life far from the comforts of a dry bed and a hot bath.
### Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills and tracking through the necessity of surviving in the wilds.
> ##### Table of Contents
>
> [Class Table](#p2)
>
> [Ranger Conclaves](#p5)
>
> [Arcane Conclave](#p5)
>
> [Beast Conclave](#p7)
>
> [Blood Conclave](#p9)
>
> [Craft Conclave](#p11)
>
> [Dragon Conclave](#p13)
>
> [Gloom Conclave](#p14)
>
> [Mist Conclave](#p15)
>
> [Primeval Conclave](#p16)
>
> [Slayer Conclave](#p18)
>
> [Strider Conclave](#p19)
>
> [Warden Conclave](#p20)
>[Appendix A: Tracking](#p21)
> [Credits & Acknowledgements](#p25)
\page
##### The Ranger
| Level | Proficiency Bonus | Features |
|:---:|:---:|:---|:---:|
| 1st | +2 | Hunter's Quarry, Favored Enemy |
| 2nd | +2 |Keen Eye, Ranger Style |
| 3rd | +2 | Ranger Conclave |
| 4th | +2 | Ability Score Improvement, Versatile Mastery |
| 5th | +3 |Extra Attack, Ambuscade |
| 6th | +3 | Hunter's Defenses, Versatile Style |
| 7th | +3 | Conclave feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Fleet of Foot, Poultices |
| 10th | +4 | Conclave feature |
| 11th | +4 | Storm of Steel |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Hunter's Prey |
| 14th | +5 | Evasion, Hit and Run |
| 15th | +5 | Conclave feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Storm of Steel (2), Quick Correction |
| 18th | +6 | Stand Against the Tide |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Foe Slayer |
#### Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom, followed by Constitution. Second, choose the outlander background.
## Class Features
As a ranger, you gain the following class features.
#### Hit Points
**Hit Points:** 1d10 per ranger level
**Hit Points at 1st Level:** 10 + your Constitution modifier
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st
#### Proficiencies
**Armor:** Light armor, medium armor
**Weapons:** Simple weapons, martial weapons
**Tools:** Herbalism kit
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**Saving Throws:** Strength, Dexterity
**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- (a) two simple melee weapons or (b) one martial melee weapon
- (a) a longbow and a quiver of 20 arrows or (b) one martial melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- One herbalism kit
If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 x 10 gp to buy your equipment.
### Hunter's Quarry
At 1st level, you can study a creature in the moment, making it your quarry and analyzing its weaknesses with a careful eye.
As a bonus action, you can make an *offensive check* against a creature. The creature can oppose your check with the corresponding check, as seen on the "Hunter's Quarry Checks" table. If you are successful and beat your target, you make that creature into your quarry.
##### Hunter's Quarry Checks
| Offensive Check | Defensive Check |
|:----:|:-------------:|
| Intelligence (Investigation) | Dexterity (Sleight of Hand) |
| Wisdom (Insight) | Charisma (Deception) |
| Wisdom (Medicine) | Constitution |
| Wisdom (Perception) | Strength (Athletics) |
While a creature is your quarry, whenever you make an attack against your quarry, you can choose to roll 1d4 and add the result to either the attack roll or the damage roll. You must choose which roll to apply it to before making your attack roll.
Furthermore, you add 1d4 to all ability checks made in relation to your quarry.
If you use this feature again, if you lose sight of your quarry for more than a minute, or your quarry dies, they cease being your quarry.
### Favored Enemy
Beginning at 1st level, you significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose one type of favored enemy: aberrations, celestials, beasts, bestial humanoids, common humanoids, constructs, dragons (and kobolds), elementals, fey, fiends, giants, monstrosities, natural humanoids, oozes, plants, rare humanoids, or undead.
\page
> ##### Favored Humanoid Families
> Humanoids are far too many to be studied all together, and are instead divided into four categories.
>
> **Common Humanoids** are the most prominent and mundane of the humanoid races, including *dwarves, goliaths, half-elves, halflings, half-orcs, humans, and kalashtar.*
>
> **Bestial Humanoids** are races of humanoids that often resemble animals found within the wild, including *aaracockra, centaurs, grung, kenku, kobolds, lizardfolk, loxodon, minotaur, shifters, taxaxi, tortle, and yuan-ti purebloods.*
>
>**Natural Humanoids** are races of humanoids that reside adjacent to human civilization, including *bugbears, elves, firbolg, gnomes, goblins, goliath, hobgoblinds, orcs, and sahaguin.*
>
>**Rare Humanoids** are races of humanoids that often find their origin from other worlds, or descend from far away kingdoms, including *aasimar, changelings, dragonborn, genasi, gith, simic hybrids, tieflings, triton, and vedalken.*
You have advantage on checks made to track your favored enemy, recall information about your favored enemy, and turn your favored enemy into your quarry, and you learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 4th, 7th, 10th, 13th, 16th, and 19th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
### Keen Eye
Starting at 2nd level, you become a master at ambushing your quarries. If a creature has been made your quarry, you gain the ability to place a mark on your quarry using a bonus action.
You can place up to four marks on a creature. Dealing damage to a marked creature consumes all marks placed on them. You lose all your marks if you lose sight of your quarry, change quarries, or if your quarry dies or falls unconscious. Attacking other creatures has no effect on your placed marks.
Each mark placed on a creature has a different effect, which stacks with all other effects gained from marks.
**One Mark** on a creature grants you advantage on your attack rolls against them.
**Two Marks** on a creature means that when you hit the creature, you can choose to knock it back 10 feet or knock it prone.
**Three Marks** on a creature means that when you hit the creature, the creature takes additional damage equal to 1d4 per your proficiency bonus.
**Four Marks** on a creature means that when you hit the creature, the creature is stunned until the start of your next turn.
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### Ranger Styles
Also at 2nd level, you become adept with a signature technique in battle. You gain one Ranger Style.
In order for you to benefit from your chosen Ranger Style, you can't be wearing heavy armor or wielding a shield.
You can't take a Ranger Style more than once, even if you later get to choose again.
##### Dodger
While you are wearing light or medium armor, you gain a +2 bonus to AC.
If you have this Ranger Style, you can't benefit from the Defense Fighting Style.
##### Marksman
You gain a +2 bonus to attack rolls you make with ranged weapons. Furthermore, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attacks made with bows, as long as you are attacking a creature that isn't within 5 feet of you.
If you have this Ranger Style, you can't benefit from the Archery Fighting Style.
##### Swift Striker
When you are wielding a melee weapon in one hand and no other weapons, your walking speed increases by 10 feet, and your AC increases by 1.
Furthermore, when you wield a longsword in one hand, it gains the *finesse* property.
If you have this Ranger Style, you can't benefit from the Dueling Fighting Style.
##### Thrower
You gain a +1 bonus to attack and damage rolls made with weapons that have the *thrown* property. Furthermore, once on your turn when you make a ranged weapon attack with a weapon that has the *finesse* and *thrown* properties, you can make an additional ranged attack with a thrown weapon. Lastly, when you make an attack with a thrown weapon, you can draw another as part of the same attack.
##### Whirling Blades
When you engage in two-weapon fighting with two Light weapons, you can make your second, off-hand attack as part of that same attack, without using a bonus action. When you do so, you can’t use your bonus action to make an offhand attack.
Additionally, if both weapons have the Light property, you can add your ability modifier to the off-hand attack’s damage.
Furthermore, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
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### Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave.
Your choices are detailed at the end of this document and include the Arcane Conclave, the Beast Conclave, The Blood Conclave, the Craft Conclave, the Dragon Conclave, the Gloom Conclave, the Mist Conclave, the Primeval Conclave, the Tracker Conclave, and the Warden Conclave.
Your choice grants you features at 3rd level, and again at 7th, 10th, and 15th level.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
### Versatile Mastery
Also at 4th level, whenever you use your object interaction to stow a weapon, you can draw another weapon using the same object interaction.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Ambuscade
Starting at 5th level, when you roll initiative, you gain a special turn that takes place before other creatures can act.
If you would normally be surprised at the start of an encounter, you are not surprised, but you do not gain this extra turn.
If more than one creature uses this ability at once, all creatures with this ability act in the order of initiative, then regular initiative begins.
The following rules apply to this special turn:
- During this turn, you can't use your movement action. You can only use your action to take the Attack (one weapon attack only), Dash, Hide, or Search actions.
- When you take the Hide action on this turn, you can use up to half of your movement speed as part of your hide.
- You can't use this ability while wearing heavy armor or while wielding a shield.
- If you use an ability on this turn that would last until the start or end of your next turn (such as the Dodge action), that feature doesn't end until the turn after your next turn.
### Hunter's Defenses
Starting at 6th level, you have advantage on all saving throws made against spells, abilities, and effects generated by your quarry or your favored enemy.
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Furthermore, whenever a creature hits you with an attack, you gain a +5 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Lastly, you can take the Hide action as a bonus action.
### Versatile Style
Also at 6th level, you gain an additional Ranger Style of your choice.
### Fleet of Foot
At 9th level, you become an expert in mobility and evasion.
Your base movement speed increases by 5 feet and you can take the Dash action as a bonus action on your turn.
Furthermore, whenever you hit a creature, you don't provoke opportunity attacks from that creature for the rest of your turn. When you make a melee attack against a creature and miss, the creature has disadvantage on all opprotunity attacks against you for the rest of your turn.
### Poultices
Also at 9th level, you can create special herbal poultices that have healing power comparable to many potions and spells.
You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages and an herbalism kit in order to create a number of such poultices equal to your Wisdom modifier (minimum of 1).
The poultices you create can't be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature (or creature of your chosen favored enemy), thereby expending its use, that creature regains hit points; 1d6 for your proficiency bonus (for example, at 9th level, these poultices heal 4d6 hit points).
Furthermore, when a creature is healed by one of your poultices, it is cured of one of the following conditions: Blinded, Deafened, Paralyzed, Petrified, or Poisoned.
### Storm of Steel
At 11th level, you gain one of the following features of your choice in order to take on overwhelming hordes of enemies. At 17th level, you learn one feature that you didn't take at 11th level.
**Careful Strike.** You can use your action to focus in on a single enemy within your weapon's range and mark them for death. Make two weapon attacks against the creature; these attacks do not deal damage, however, on a hit, you can choose to either turn the target into your quarry or place a mark on it (if it is already your quarry). You then make one regular weapon attack against it.
**Volley.** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
**Whirlwind.** You can use your action to make one melee attack against any number of creatures within 5 feet of you, with a seperate attack roll for each target. For each attack you make through this ability, you gain a +1 bonus to damage for all damage rolls made as a part of whirlwind.
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### Hunter's Prey
At 13th level, you gain one of the following features of your choice.
***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit your quarry with a weapon attack, it takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
***Giant Killer.*** When a Large or larger creature within 5 feet of you deals bludgeoning, piercing or slashing damage to you, you can use your reaction to half the damage.
***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within your weapon's range.
### Evasion
At 14th level, when you are subjected to an effect, such as a red dragon's fiery breath or a *lighting bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. You still take full damage on a successful save.
### Hit and Run
Also at 14th level, your speed increases by 5 feet and you can spend half of your movement to automatically escape from a creature that has you grappled.
Furthermore, you can move through the spaces of any creature as if it were normal terrain, regardless of size or if the creature is hostile towards you.
### Quick Correction
Starting at 17th level, once during your turn, if you miss a weapon attack against your quarry, you can make an additional weapon attack against it.
Furthermore, your inability to see a creature doesn't impose disadvantage on your attack rolls against it. And, if your quarry becomes invisible or unseen, you are aware of its location, so long as it is within 60 feet of you and you aren't deafened.
### Stand Against the Tide
Starting at 18th level, when a hostile creature misses you with a melee attack, you can use your reaction to force the creature to repeat the same attack against another creature (other than itself) of your choice that is within the attack's range or within 5 feet of you.
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### Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies.
When you attack your quarry, instead of rolling 1d4, you can choose to use your Wisdom modifier.
Furthermore, you gain one of the following abilities of your choice.
**Expert Shot.** Whenever you land a critical hit with
an arrow attack, the target is stunned for 2d4 rounds
and takes an additional 6d10 piercing damage.
Furthermore, once on each of your turns when you make an attack using an arrow, you can fire two arrows at once, using the same attack roll for both arrows, but directing the arrows towards two different targets within 15 feet of each other.
**Swift Decapitation.** Whenever you land a critical hit with a melee weapon against a creature with at least one head, you irreversibly damage the creature’s head.
If the attack deals slashing damage, you cut the creature’s head off, and if the attack deals piercing damage, it goes straight through the creature’s brain, skewering it.
The creature dies if it can’t survive without its lost head or brain.
A creature is immune to this effect if it is immune to the damage of your weapon attack or doesn’t have or need a head. Furthermore, a creature with legendary resistances can use one of its legendary resistances to negate this effect. If a creature is immune to this effect, it instead takes an extra 6d6 damage from the hit.
## Ranger Conclaves
The ideal of the ranger has classic expressions. Many rangers working towards these expressions will meet in loose associations known as conclaves. The available conclaves include the Arcane Conclave, the Beast Conclave, the Blood Conclave, the Craft Conclave, the Dragon Conclave, the Gloom Conclave, the Mist Conclave, the Primeval Conclave, the Storm Conclave, the Strider Conclave, and the Warden Conclave. These conclaves are detailed below.
### Arcane Conclave
The Arcane Conclave, whose members are oft referred to as Arcane Archers, is composed of rangers that study a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the msot elite warriors among the elves, and even more elite among non-elves. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
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##### Arcane Conclave Features
| Ranger Level | Feature |
|:----:|:-------------|
| 3rd | Arcane Shot, Infused Attack |
| 7th | Curving Shot|
| 10th | Magic Arrow|
| 15th | Ever-Ready Arrow|
#### Arcane Shot
When you choose this conclave at 3rd level, you learn to unleash special magical effects with some of your shots.
When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll.
You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, and 15th level. You also gain an additional use of your Arcane Shot at 7th, 11th, and 15th level.
Whenever one of your Arcane Shots or Infused Attacks calls for a saving throw, the DC of the saving throw equals 8 + your Wisdom modifier + your proficiency bonus.
#### Infused Attack
Also at 3rd level, you gain the ability to infuse arrows with magic.
Whenever you finish a long rest, you can prepare the materials and magical processes necessary to infuse a number of arrows up to your Wisdom score plus your proficiency bonus in one of the following ways. An arrow loses its magical properties after hitting a creature or after 24 powers.
The available infusions are:
**Fire Arrow.** This arrow deals 1d12 fire damage in place of its normal damage.
**Ice Arrow.** This arrow deals 1d8 cold damage in place of its normal damage and halves the target's speed until the end of your next turn.
**Lightning Arrow.** This arrow deals 1d8 lightning damage in place of its normal damage. When a target is hit by this arrow, it must make a Constitution saving throw. On a failed save, they have disadvantage on their next attack.
**Thunder Arrow.** This arrow deals 1d8 thunder damage in place of its normal damage and pushes the target 10 feet directly away from you.
Furthermore, you learn the cantrips *booming blade,* *druidcraft*, *green flame blade*, and *prestidigitation.* Wisdom is your spellcasting ability for these spells.
#### Curving Shot
Starting at 7th level, you can direct errant arrows towards new targets.
Once on your turn when you make an attack roll with a magic arrow and miss, you can reroll the attack roll against a different target within 60 feet of the original target.
#### Magic Arrow
When you reach 10th level, you learn to quickly infuse your arrows with magic.
Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage. The magic fades from the arrow at the start of your next turn.
Furthermore, when you complete a long rest and prepare magical arrows through your Infused Attack feature, you can prepare 5 additional arrows.
#### Ever-Ready Arrow
At 15th level, you can conjure forth magical arrows more often than before.
When you have an extra turn granted through your Ambuscade feature, you can use your bonus action to create an arrow infused with an Arcane Shot option you know and three Infused Attack arrows. Thess arrows lose their power after 1 hour.
#### Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels.
The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
Your Arcane Shots always deal the normal damage of the attack which triggered it on a hit, in addition to its other effects and damage.
**Banishing Arrow.** You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild.
The creature hit by this arrow must succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
**Beguiling Arrow.** Your enchantment magic causes this arrow to temporarily beguile its target.
The creature hit by this arrow takes an extra 2d6 psychic damage and you choose one your allies within 30 feet of the target, or yourself. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen creature for one minute.
This effect ends early if the chosen creature attacks the charmed target, deals damage to it, or forces it to make a saving throw.
**Bursting Arrow.** You imbue your arrow with force energy drawn from the school of evocation.
The energy detonates after your attack. Immediately after this arrow hits a creature, the target and all other creature within 10 feet of it take 2d6 force damage.
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**Enfeebling Arrow.** You weave necromantic magic into your arrow.
The creature hit by this arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
**Grasping Arrow.** When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target.
The creature hit by this arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting.
The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. On a failed save, the creature takes 2d6 slashing damage.
Otherwise, the brambles last for 1 minute or until you use this option again.
**Piercing Arrow.** You use transmutation magic to give your arrow an ethereal quality.
When you use this option, you don’t make an attack roll for the attack. Instead, this arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. This arrow passes harmlessly through objects, ignoring cover.
Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.
**Seeking Arrow.** Using divination magic, you grant your arrow the ability to seek out a target.
When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover.
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If the target is within 1,000 feet of you and there is a path larget enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 3d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
**Shadow Arrow.** . You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows.
The creature hit by this arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away for 1 minute.
### Beast Conclave
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, one who becomes a lifelong ally.
##### Beast Conclave Features
| Ranger Level | Feature |
|:----:|:-------------|
| 3rd| Animal Companion, Coordinated Attack|
|7th|Beast's Defenses|
|10th|Storm of Claw and Fang|
|15th|Companion Evolution|
#### Animal Companion
Starting at 3rd level when you choose this conclave, you gain an animal companion. With 8 hours of work and the expenditure of 10 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Your beast’s stats are determined by the Beast Companion stat block and the traits selected but can appear like any animal.
You can add three of the following traits to the stat block:
**Amphibious.** The beast gains a swimming speed equal to its movement speed, and the ability to breathe underwater.
**Blindsight.** The beast gains Blindsight of 10 feet.
**Charge.** If the beast moves at least 20 feet straight toward a target, it can use its action to make a shove attack, even if you didn't use your action to command the beast to attack.
**Distracting.** The beast can take the Help action as a bonus action.
**Flying.** The beast's size becomes Small, its walking speed becomes 10ft., and it gains a 40ft. flying speed. This trait does not count against your beast's number of traits allowed.
**Keen Senses.** The beast's proficiency bonus is doubled for any Wisdom (Perception) check it makes and it can't be surprised.
**Pack Tactics.** The beast has advantage on all attack rolls against a creature if at least one of its allies is within 5 feet of the creature and that ally isn't incapacitated.
**Quick.** The beast's movement speed becomes 40 feet.
**Skirmisher.** The beast can take the Dash, Disengage, and Dodge actions as bonus actions.
**Sneaky.** The beast gains proficiency in the Stealth skill and can take the Hide action as a bonus action, and only needs light obscurement in order to hide.
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___
> ## Beast Companion
>*Medium beast, unaligned*
> ___
> - **Armor Class** 10 + its Dexterity modifier + its proficiency bonus
> - **Hit Points** 5 + ([Beast's Constitution Modifier + 5]per Ranger level)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|14 (+2)|14 (+2)|4 (-3)|10 (+0)|6 (-2)|
>___
> - **Saving Throws** Strength +4 (Proficiency), Dexterity +4 (Proficiency), Constitution +4 (Proficiency), Charisma +0 (Proficiency)
> - **Skills** Athletics +4 (Proficiency), Perception +2 (Proficiency)
> - **Senses** passive Perception 12
> - **Languages** Understands ranger's languages, but can't speak
> ___
> ### Actions
> ***Attack.*** *Melee Weapon Attack:* +4 (Strength + Proficiency) to hit, reach 5ft., one target. *Hit* 1d8 + 2(Strength) bludgeoning, piercing, or slashing damage.
**Venomous.** Your beast's attacks deal an additional 1d4 poison damage.
You can allocate two ability points to your beast's Strength, Dexterity, or Constitution ability scores when you choose this archetype. Your beast gains an additional two attribute points to allocate to Strength, Dexterity, or Constitution anytime you gain an Ability Score Improvement (your beast has a maximum ability score of 22 for Strength, Dexterity, and Constitution; 16 for Wisdom, and 10 for Intelligence and Charisma). Your beast's proficiency is the same as yours and increases when your proficiency bonus does.
Your beast obeys your commands as best as it can. It takes turns on your initiative, though it doesn't take an action unless you command it to. You can verbally command (no action required) your beast to move and to take any action other than the Attack action. Furthermore, you can use your action to command it to take the Attack action on its turn.
Your beast regains 6 + its Constitution modifier hit points every time you expend a hit die and regains all of its health at the end of a long rest.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It does not require your command to use its reaction to make an opportunity attack. If you don't issue a command, the beast takes the Dodge action.
Furthermore, when you gain an additional turn through your Ambuscade feature, your beast gains an additional turn too. The beast can move as normal during this turn and can attack without requiring you to use your action to command it to do so.
Your beast’s attacks count as your own for the purposes of your Hunter’s Quarry and Keen Eye features.
Finally, when your beast drops to 0 hit points, it goes unconscious and makes death saving throws as though it were a player character.
If your beast dies, it can be revived by normal means (such as the revivify spell), or you can repeat your ritual in order to bond to a new beast.
#### Coordinated Attack
Furthermore, at 3rd level, when you strike a creature with a weapon attack, you can command your beast to make a single attack (no action required). You can do this a number of times equal to your Wisdom modifier (minimum of once), regaining all uses when you complete a short or long rest.
#### Beast's Defense
Beginning at 7th level, when a creature within 5 feet of your beast makes an attack against you, your beast can use its reaction to attack that creature. If your beast’s attack hits, the creature’s attack against you is made at disadvantage.
Furthermore, whenever a creature you can see makes an attack against your beast, you can use your reaction to make an attack against that creature. If this attack hits, the attack against your beast is made at disadvantage.
You and your beast can each use this feature a number of times equal to your Wisdom modifier (minimum of once for each of you), regaining all uses after a long rest.
Furthermore, whenever you and your beast are within 10 feet of each other, you each gain a +1 bonus to your ACs.
Lastly, your beast gains an additional special trait from the Animal Companion feature.
#### Storm of Claws and Fangs
At 10th level, your beast no longer needs your direction to take the Attack action on its turn.
#### Companion Evolution
Starting at 15th level, your companion starts to grow beyond the normal limitations of its bestial nature. Your beast gains an additional 30 hit points and you can select one of the following features for it to gain:
**Barbaric Ferocity.** When your beast makes an attack on its turn, it can choose to attack recklessly. Doing so gives the beast the following benefits until the start of its next turn:
- Advantage on melee attack rolls.
- A bonus to damage rolls equal to its proficiency bonus + 2.
- Advantage on Strength checks.
- A +10 bonus to speed.
- Resistance to bludgeoning, piercing, and slashing damage.
However, when your beast does this, attack rolls made against your beast have advantage until the start of its next turn.
**Fighting Spirit.** When your beast takes the Attack action, it can make two attacks instead of one. Furthermore, its attack deals 1d10 damage instead of 1d8.
Furthermore, the beast can use its bonus action to regain 1d12 + its Constitution modifier + its proficiency bonus hit points. It can regain hit points this way once, regaining the ability to do so after a short or long rest.
\page
**Rogue Cunning.** Your beast can take the Dash, Disengage, Dodge, and Hide actions as bonus actions. Furthermore, when your beast has advantage on an attack roll or makes an attack through the Beast’s Defense feature, its attack deals an additional 3d6 damage.
### Blood Conclave
Rangers of the Blood Conclave are so fanatical and bent on destroying the anathema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifice some their own vital force in dubious, forgotten blood rituals to better understand and slay their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question.
These folk are called 'Blood Hunters.'
##### Blood Conclave Features
| Ranger Level | Feature |
|:----:|:-------------|
| 3rd| Hunter's Bane, Blood Maledict|
|7th|Dark Velocity, Grim Psychometry|
|10th|Hardened Soul, Power from Pain|
|15th|Sanguine Mastery, Revoke Wound|
```
```
#### Hunter's Bane
At 3rd level, you survive the imbibing of the Hunter's Bane, a poisonous alchemical concoction that alters your life's blood, binding you to the darkness and honing your senses against it, granting you the following benefits:
- You gain proficiency in the Intimidation skill. If you are already proficient in the Intimidation skill, you become proficient in another ranger skill of your choice.
- You gain darkvision out to 60 feet. If you already have darkvision, it extends out an additional 30 feet.
- You gain an additional Favored Enemy, which must be either aberrations, fey, fiends, monstrosities, or undead.
- You have a special, preternatural sense that allows you to spot the creatures of the night, known as the Sanguine Sense. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any aberration, fey, fiend, monstrosity, or undead within 60 feet of you that is not behind total cover. You know the type (aberration, fey, fiend, monstrosity, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the radius, you also detect the presence of any place or object that has been desecrated, as with the ***hallow*** spell. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
- You have resistance to poison damage and are immune to disease.
- You learn the Eldritch Invocation *eldritch utterance.*
#### Blood Maledict
Also at 3rd level, you gain the ability to invoke fear in order to undress your opponents. When you make a creature into your quarry, you can choose to do so by making an Intimidation check contested by a Wisdom check from your target.
Furthermore, when you fail an Intimidation check to mark a creature as your quarry, you can sacrifice your own vitality in order to frighten it. When a creature succeeds their Wisdom check, you can use your reaction to incur necrotic damage equal to your proficiency bonus + twice the difference between the two checks, this reduction to your maximum hit points can't be reduced or negated in any way. When you do this, your maximum hit points are reduced by a number equal to half the necrotic damage taken. Your maximum hit points return to their normal value once you complete a long rest or the targeted creature ceases being your quarry.
After a creature has been made your quarry in this way, when that creature makes an attack roll, ability check, or saving throw, you can use your reaction in order to reduce their result by 1d4.
\page
Furthermore, while a creature is your quarry, you can use powerful blood magic to manipulate it, stifle, and even kill it. You gain access to two Blood Curses of your choice, listed at the end of this class description. When you reach 7th level, and again at 11th and 15th level, you learn an additional Blood Curse of your choice.
If a Blood Curse calls for a saving throw, the DC for the saving throw equals 8 + your proficiency bonus + your Wisdom modifier.
#### Dark Velocity
When you reach 7th level, your attunement to darkness bolsters your fighting capabilities. Your darkvision isn't impeded by magical darkness, and when you're in dim light or darkness, your speed increases by 10 feet.
#### Grim Psychometry
Also at 7th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it.
Make a Wisdom ability check with proficiency. Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose.
A low result may return a mere feeling about the object, while a high result could return a vision detailing its dark creation or an event it partook in.
An object can only be targeted by this feature once, and future attempts reveal no further details.
#### Hardened Soul
When you reach 10th level, you are immune to the charmed and frightened conditions and effects which would possess you. Furthermore, you have advantage on saving throws against all enchantment spells.
#### Power from Pain
Also at 10th level, when you use the Attack action on your turn, you can reduce your hit points and your maximum hit points by an amount equal to your level + twice your proficiency bonus to attack three times, instead of twice. Your maximum hit points return to normal once your complete a short or long rest and can't be returned to normal before then.
Each time you use this feature after the first, the amount of hit points you lose and decrease your maximum hit points by increases by your proficiency bonus. This damage returns to its original value when you complete a long rest.
#### Sanguine Mastery
At 15th level, your mastery over blood allows you to toe the line of life and death.
Whenever you kill a hostile creature, you regain 1d4 hit points. Furthermore, while your maximum hit points are reduced, your weapon attacks deal additional necrotic damage equal to your Wisdom modifier. You also gain resistance to necrotic damage.
Lastly, when you are reduced to 0 hit points, you can make a DC 10 Wisdom saving throw. On a successful save, you are reduced to 1 hit point instead and gain temporary hit points equal to your Wisdom score.
Each time you succeed this saving throw, the DC increases by 5, and resets back to 10 once you complete a long rest.
#### Revoke Wound
Also at 15th level, whenever a creature lands a critical hit on you, you can use your reaction to negate the critical hit (taking damage as though it were a normal hit) and immediately make one weapon attack against the creature.
#### Blood Curses
The blood curses are presented in alphabetical order.
**Archaic Brand.** As a bonus action, you brand your quarry with a powerful curse which drains their vitality. Whenever you hit your quarry with a melee weapon attack, your quarry takes an additional 1d4 necrotic damage.
You can invoke this curse a number of times equal to your Wisdom modifier (minimum of once), regaining all uses when you complete a long rest.
**Bewitched Vision.** As a bonus action, you cause darkness to envelop your quarry's head. Your quarry becomes blinded for 1 minute. At the end of each of your quarry's turns, it can make a Constitution saving throw, ending this curse on a success.
You can invoke this curse once, regaining the ability to do so once you complete a short or long rest.
**Crimson Puppet.** When your quarry falls unconscious or dies, you can use your reaction to give it one final act of aggression. That creature makes a single weapon attack against a target of your choice within its range. After the attack, the creature returns to being unconscious or dead.
You can invoke this curse a number of times equal to your Wisdom modifier (minimum of once), regaining all uses when you complete a short or long rest.
**Curse of the Eyeless.** *Prerequisite: 7th level*
When your quarry makes an attack against you, you can use your reaction to cause the veins in their eyes to swell and explode with blood, giving them disadvantage on their attack roll against you.
You can use this curse a number of times equal to your Wisdom modifier, regaining all uses once you complete a short or long rest.
**Curse of the Thorn.** *Prerequisite: 7th level*
As an action, you cause your quarry's blood to crystalize into tiny thorns, piercing through its vains and slowing its movement. Your quarry must make a Constitution saving throw. On a failed save, it takes 3d6 piercing damage and for the next minute, for every 5 feet it moves, it takes 1d6 piercing damage. On a successful save, it takes half of this damage and suffers no damage whenever it moves.
You can invoke this curse once, regaining its use once you complete a short or long rest.
**Cut the Heel.** *Prerequisite: 7th level*
As an action, you control the blood and strength of a creature's ichor to reduce its vitality. Your quarry must make a Constitution saving throw. On a failed save, it loses all damage resistances until the end of your next turn, and any damage immunities it has become resistances during this time.
You can invoke this curse once, regaining its use once you complete a short or long rest.
\page
**Life Drinker.** As a reaction to landing an attack against your quarry, you can deal it additional necrotic damage; 1d6 per proficiency bonus. You regain hit points equal to the total damage dealt.
You can invoke this curse once, regaining its use once you complete a short or long rest.
**Pact of Hatred.** As a bonus action, link yourself to your quarry, forcing them to share in the pain inflicted upon you. The next time you are damaged with an attack by your quarry, this curse deals necrotic damage to the cursed creature equal to the damage you suffer, then this curse ends.
You can invoke this curse twice, regaining both uses once you complete a short or long rest.
**Pierced Mind.** You gain the ability to forcefully tap into the mind of a creature and sift through its memories.
You can use an action to touch your quarry and force it to make an Intelligence saving throw. On a failure, you gain all of the creature's memories from the past 24 hours and the creature is stunned until the end of your next turn. On a success, you and the target each take 3d6 psychic damage.
If you use this curse on a deceased creature, it need not be your quarry, and instead of it making a saving throw, you make a DC 13 Wisdom check. On a successful check, you gain the memories, and on a failed check, you take 4d6 psychic damage.
You can invoke this curse once, regaining the ability to do so once you complete a long rest.
**Scarlet Binding.**
*Prerequisite: 7th level*
You can focus attention on the vitals that run through the veins of your quarry. As an action, you attempt to bind your quarry. Your quarry must make a Constitution saving throw. On a failed save, the creature is restrained for 1 minute. At the end of each of the creature's turns, it can repeat this saving throw, ending this curse on a success.
You can invoke this curse a number of times equal to your Wisdom modifier (minimum of once), regaining all uses once you complete a short or long rest.
**Scarlet Prison.**
*Prerequisite: 7th level*
As an action, you attempt to completely incapacitate your quarry. Your quarry must make a Constitution saving throw. On a failed save, they are paralyzed for 1 minute. At the end of each of your quarry's turns, they can attempt this saving throw again, ending this curse on a successful save.
You can invoke this curse once, regaining the ability to do so once you complete a short or long rest.
**Rite of Sundering.**
*Prerequisite: 10th level*
When a creature within 60 feet casts a spell, you can use your reaction to force that creature to make a Wisdom saving throw. On a failed save, the casting fails. The target of this curse need not be your quarry.
You can invoke this curse once, regaining the ability to do so once you complete a short or long rest.
**Touch of the Foul.**
*Prerequisite: 15th level*
When you hit your quarry with a weapon attack, you
can choose to infect it with impurity, causing them to
be poisoned for 1 minute.
An affected creature can make a Constitution saving throw at the end of each of their turns, ending the effect on a success.
You can invoke this curse once, regaining the ability to do so once you complete a short or long rest.
### Craft Conclave
Rangers of the Craft Conclave dedicate whatever time isn't spent hunting towards preparing to hunt. Building powerful, hidden traps and brewing strong potions to bolster their constitution.
##### Craft Conclave Features
| Ranger Level | Feature |
|:----:|:-------------|
|3rd|Resourceful Hunting, Herbalism|
|7th|Peerless Trapper, Potion Crafter|
|10th|Greater Poultices|
|15th|Blade Oils, Trap Ambusher|
#### Resourceful Hunting
When you choose this conclave at 3rd level, you learn how to make everything useful during your hunts.
You become proficient with improvised weapons, alchemist's supplies, brewer's supplies, smith's tools, tinker's tools, and woodcarver's tools.
#### Herbalism
Also at 3rd level, you can use herbalism kits in order to craft powerful tools to be used in your hunts. Over the course of a long rest, you can craft a number of herbal tools using natural materials and an herbalism kit. You can craft a number of herbal tools equal to your Wisdom modifier + your proficiency bonus. Your herbal tools lose their potency
and power after 24 hours.
When you reach 15th level, you can prepare a single additional herbal
tool during a short rest. This herbal tool loses its potency after 8 hours.
Any creature can use one of your herbal tools by using an action, and you can use and apply one using a bonus action.
You can make the following herbal tools:
**Fortifying Fumes.** This small bead creates a gas that empowers all who inhale it. Targeting a point within 15 feet, you can cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d6 temporary hit points, deal 1d6 additional damage on their next weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade after 1 minute.
\page
**Healing Draught.** This small bottle contains a rudimentary healing potion within it. A creature who receives this potion regains 1d8 + your Wisdom modifier hit points.
**Sleeping Gas.** This small clay ball lets loose a drowsing gas when it shatters. Targeting a point within 10 feet, you can cause gas to erupt. Creatures within 5 feet of the target point must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) in order to hold their breath. On a successful save, the creature is unaffected. On a failed save, a creature falls unconscious until they take damage, or someone uses an action to shake or slap them awake. The creature that uses this gas, if they are aware of its effect prior to using it, automatically succeeds on their saving throw.
**Smoke Stick.** When lit, this grey stick quickly releases bellowing smoke. Targeting a point within 15 feet, you can light this stick and throw it. Smoke spreads in a 10-foot radius and remains until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The area within this radius is heavily obscured.
#### Peerless Trapper
When you reach 7th level, you begin to craft cunning traps to falter your foes.
Over the course of a long rest, you can craft a number of traps equal to your Wisdom modifier. You can place a trap down as an action, when you do so, you can make a Wisdom (Stealth) or Wisdom (Survival) check. A creature must make a perception check against the result of your Wisdom check in order to spot one of your set traps.
You can set one of your traps using an action. When you do so, you set the trap in a 5-foot by 5-foot square. Once a trap is set, you can disarm it using an action, regaining the trap to use later. When a trap is set-off, it is expended and cannot be recovered.
You can craft the following traps:
**Claw Trap.** This special trap, originally designed to catch bears, pierces an unsuspecting creature’s foot. When a creature walks through this trap’s area, they take 1d6 piercing damage and their speed is reduced to 0 until they or an ally uses an action to remove the trap.
Once this trap is removed, the creature’s speed is reduced by 10 feet, and on the start of each of the creature’s turns, they take an additional 1d4 piercing damage, as their wound bleeds. This damage stops and their speed is returned to normal once the creature or one of its allies succeeds on a DC 13 Wisdom (Medicine) check to stop the bleeding.
1d6 piercing
**Explosive Trap.** You create a special chemical explosion that goes off once stepped on. When a creature walks through this trap’s area, they take 1d4 bludgeoning damage, 2d4 fire damage, and 1d4 thunder damage and are pushed 10 feet back in the direction they came from.
**Trip Trap.** This trap is made of a thing wire. Creatures have disadvantage on Wisdom (Perception) checks to notice this trap. When a creature walks through this trap’s area, they take 1d8 slashing damage, fall prone, and have their movement speed reduced to 0 until the start of your next turn.
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#### Potion Crafter
Also at 7th level, if you craft a magic item in the potion category, it takes you a quarter of the normal time, and you don’t need a spell slot in order to craft it.
#### Greater Poultices
When you reach 10th level, you can prepare double the number of healing poultices.
Furthermore, your poultices heal d8s instead of d6s and you add your Wisdom modifier to the hit points regained.
#### Blade Oils
At 15th level, your knowledge of herbalism becomes so advanced, you know hot to apply it in combat.
Over the course of a long rest, you can brew one blade oil using natural ingredients. This oil’s potency fades after a week.
On your turn, you can apply a blade oil to one melee weapon. The oil wears off after ten hits made with the weapon. Conversely, you can apply the oil to twenty arrows, the oil wears off of an arrow after a single hit.
An oil wears off after 6 hours, regardless of whether or not the weapon or ammunition has hit a creature.
A weapon or piece of ammunition can only have one oil applied to it at any given time.
You know how to craft the following oils.
**Argentia.** A weapon coated in argentia is considered magical for the purposes of overcoming resistances to nonmagical bludgeoning, piercing, and slashing damage.
**Sanguine Oil.** Sanguine oil accelerates bleeding, requiring a creature hit by a blade coated in brown oil to make a DC 13 Constitution saving throw or lose 1d6 hit points at the end of their turn from blood loss. This effect lasts until the creature binds their wound, receives magical healing, or one minute passes. Creatures lacking a circulatory system are immune to the oil's effects.
**Crinfrid Oil.** Crinford oil causes terrible pain to a creature wounded by it. When a creature with less than their maximum hit points is hit by a blade coated in Crinford oil, they must make a DC 13 Constitution saving throw or be unable to take bonus actions or reactions, and only move at half speed. The creature may repeat this saving throw at the end of each of its turns.
**Poison Oil.** Weapons coated in poison oil deal an additional 1d6 poison damage on a hit.
**Shocking Oil.** Shocking oil courses through a creature's nervous system, causing tremendous twitching. A creature hit by a weapon coated in shocking oil must make a DC 14 Constitution saving throw, on a fail, the creature's Dexterity modifier decreases by 1 until they finish a short or long rest. If a creature's Dexterity score is reduced to 0 this way, the creature's heart explodes and dies instantly. Creatures lacking a circulatory system are immune to this oil's effects.
#### Trap Ambusher
Also at 15th level, on your special turn granted from the Ambuscade feature, you can use your action to place a trap.
\page
### Dragon Conclave
Rangers of the Dragon Conclave are characterized by their training and focused expertise. Many were trained directly by a powerful patron dragon, or another practitioner of the Dragon Conclave, giving them unique insight into the physiology and power of the fearsome Dragons. Wether working in service of a dragon, or in direct opposition of the dragons, these enigmatic rangers are known around the land as Dragon Slayers.
##### Dragon Conclave Features
| Ranger Level | Feature |
|:----:|:-------------|
|3rd|Dragon Study, Dragon Sense, Dragon Slayer|
|7th|Dragon Aspect|
|10th|Dragon Leap, Dragon Presence|
|15th|Dragon Keeper|
#### Dragon Study
When you choose this conclave at 3rd level, you hone in on your draconic field of expertise.
You learn Dragons as one of your Favored Enemy types, which doesn't count against your number of favored enemies already known, and you have advantage on Charisma (Persuasion) checks made to interact with dragons.
Furthermore, you gain one Draconic Affinity, as you irrevocably align yourself with either the fearsome Chromatic Dragons, the noble Metallic Dragons, or the extraordinary Divergent Dragons. At 3rd level, you can choose either one Chromatic Dragon or one Metallic Dragon. At 7th level, you gain an additional Draconic Affinity of either Chromatic or Metallic type; if you chose Chromatic at 3rd level, you must choose Metallic at 7th, and if you chose Metallic at 3rd level, you must choose Chromatic at 7th.
When you reach 15th level, you gain one Draconic Affinity of the Divergent type.
```
```
##### Draconic Affinity
| Dragon || Damage Type |
|:----|:-------------|:--|
| **Chromatic**|||
||Black|Acid|
||Blue|Lightning|
||Green|Poison|
||Red|Fire|
||White|Cold|
|**Metallic**|||
||Brass|Fire|
||Bronze|Lightning|
||Copper|Acid|
||Gold|Fire|
||Silver|Cold|
|**Divergent**|||
||Dracolich|Necrotic|
||Dragon Turtle|Fire*|
||Gemstone Dragon|Psychic|
||Shadow Dragon|Necrotic|
||Wyvern|Poison|
*flavored as steam
#### Dragon Sense
Also at 3rd level, you gain a supreme awareness and understanding of dragons.
You can concentrate for one minute and learn if any dragons are within a 3-mile radius of yourself. You learn their exact type, age category, and number.
#### Dragon Slayer
Finally, at 3rd level, you can infuse your draconic power into your attacks. When you hit a creature with a weapon attack, you can change the weapon's damage type to that of your draconic affinity.
Furthermore, when you hit a creature with a weapon attack, you can deal additional damage of your Draconic Affinity's type. This extra damage is 1d6 + your Wisdom modifier.
You have separate uses of this ability for each Dragon Affinity you have. For each Affinity you have, you have a separate pool of uses. Furthermore, you can apply multiple affinities to the same attack, but can only apply each affinity to an attack once.
\page
Each affinity has a number of uses equal to your Wisdom modifier (minimum of one). You regain all expended uses once you complete a short or long rest.
This damage increases to 2d6 + your Wisdom modifier when you reach 11th level.
Lastly, when you deal damage from this feature to a Dragon, you ignore any resistances or immunities to the damage type of your Draconic Affinity.
#### Dragon Aspect
At 7th level, you learn an ancient ritual bestowed by dragonkin upon only their most trusted allies. This ritual infuses your body with powerful, resilient magic to protect you.
You gain resistance to the damage types of your Draconic Affinities.
Furthermore, on your turn, you can exude the presence of the dragons. As an action, you can force all creatures within 30 feet of you to make a Wisdom saving throw or become frightened of you for 1 minute. The DC equals 8 + your Wisdom modifier + your proficiency bonus. Once you use this feature, you can't use it again until you finish a short or long rest.
#### Dragon Leap
When you reach 10th level, you are imparted with the legendary agility of the Dragons.
As a bonus action, you can grant yourself a fly speed of 60 feet and advantage on Dexterity checks and saving throws for 1 minute.
Once you use this feature, you can't use it again until you
finish a short or long rest.
#### Dragon Keeper
Starting at 15th level, your proven kinship with your dragon allies grants you a boon for your friendship and service. You can cast the *find greater steed* spell with this feature, without needing a spell slot.
When you cast the spell, the form you choose can only be that of a dragon wyrmling of the same type as one of your Affinities*. The summoned creature is considered a dragon. When summoned in this way, the wyrmling is a Large creature and the reach of its bite attack increases to 10 feet. It retains all other statistics.
*for Divirgent Affinity wyrmling stat blocks, refer to the Divergent Affinity Wyrmlings supplement
#### Dragon Breath
Also at 15th level, you can use your action to exhale destructive energy.
When you use your breath weapon, each creature in a 30 ft. cone centered on you must make a Dexterity saving throw. The DC for this saving throw is the same as the DC for your Dragon Aspect ability.A creature takes 5d6 damage on a failed save, and half as much damage on a successful one.
You have one use of this feature per Draconic Affinity, and each use deals the damage of its corresponding Affinity.
You regain all expended uses once you complete a short or long rest.
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```
### Gloom Conclave
Rangers of the Gloom Conclave, sometimes referred to as Deep Stalkers or 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 and silently 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.
##### Gloom Conclave Features
| Ranger Level| Feature |
|:----:|:-------------|
| 3rd|Dread Ambusher, Umbral Sight|
|7th|Dark Terror|
|10th|Quick Correction|
|15th|Stalker's Flurry|
#### Dread Ambusher
When you choose this conclave at 3rd level, you become deadliest when you get the drop on your enemies. You have advantage on attack
rolls against any
creature that
hasn’t taken
a turn in the
combat
yet.
\page
Furthermore, you gain proficiency in the Stealth skill if you aren’t already proficient in it. If you were already proficient in the Stealth skill, you become proficient with a different Ranger skill.
When you reach 5th level, during your special turn granted through the Ambuscade feature, you can take the Hide action as a bonus action. When you do so, you can move up to your full movement as part of the hide.
#### Umbral Sight
Also at 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. You can also see through magical darkness, such as darkness created through the *darkness* spell, to a range of 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
#### Dark Terror
By 7th level, you have honed your ability to stoke fear in your enemies.
Whenever you hit a creature with an attack you had advantage on, that creature must make a Wisdom saving throw, with the DC equal to 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the creature is frightened of you until the end of your next turn.
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```
Additionally, while in dim light or darkness, your speed increases by 10 feet, and you have advantage on all Dexterity checks and saving throws.
#### Quick Correction
At 10th level, 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.
#### Stalker’s Flurry
When you reach 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target.
### Mist Conclave
While many rangers are adept in the arts of confusion and ambush, none dedicate themselves to it in the same way those of the Mist Conclave, the *Mist Walkers*, do. Learning to step amongst the mist and become one with the air, the cunning Mist Walkers strike fast and hard, leaving both devastation and confusion in their wake.
##### Mist Conclave Features
| Ranger level | Feature |
|:----:|:-------------|
|3rd|Mistwalk|
|7th|Misty Vision|
|10th|Flicker Step|
|15th|Defensive Mistwalk|
#### Mistwalk
Beginning when you choose this conclave at 3rd level, you gain the ability to mistwalk, allowing you to teleport short distances.
You gain a special speed, called your mist speed. At 3rd level, this speed equals 10 feet, and increases by 5 feet at 5th level (15 ft.), 7th level (20 ft.), 9th level (25 ft.), 13th level (30 ft.), 15th level (35 ft.), and 17th level (40 ft.).
When you move with this speed, you turn into mist and seemlessly teleport the distance traveled. The normal rules for using multiple movement speeds still apply.
If you are grappling a creature and move using your mist speed, the grapple instantly ends.
#### Misty Vision
At 7th level, fighting in heavily obscured areas no longer troubles you. You gain blindsight up to 15 feet. Furthermore, you can cast the spell *fog cloud* as a bonus action a number of times equal to your Wisdom modifier, regaining all uses of this spell once you complete a long rest.
\page
#### Flicker Step
Beginning at 10th level, as an action, you can pick a hostile creature within 20 feet of you. You mistwalk to an unoccupied space within 5 feet of that creature and make a melee weapon attack against any creature in a 5-foot wide line from your original location to your new location, including the target creature. When you use this ability, you cannot use your mist speed until the start of your next turn.
#### Defensive Mistwalk
Beginning at 15th level, whenever you are targeted by an attack, you can, as a reaction, mistwalk up to 5 feet, causing the attack to miss. When you do so, you cannot mistwalk on your next turn.
You can use this feature once, regaining its use after a short or long rest.
### Primeval Conclave
Many rangers work tirelessly to preserve the balance between nature and civilization, protecting man from the wild's most deadly aspects. However, rangers of the Primeval Conclave don't see themselves as man's great protector from nature, but as nature's protector from man. Attuning to the powerful fey spirits of the wilds, Primeval Conclave rangers tap into a wealth of magical secrets kept by nature.
##### Primeval Conclave Features
| Ranger level | Feature |
|:----:|:-------------|
| 3rd|Spellcasting, Land's Stride|
|7th|Hearth of Moonlight and Shadow|
|10th|Primeval Awareness, Swift Casting|
|15th|Tree Stride|
#### Spellcasting
When you reach 3rd level, your connection of nature becomes so profound, you learn the natural means of altering the world around you, giving you the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid and ranger spell lists.
##### Spell Slots
The Primeval Guardian Spellcasting table shows how
many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must
expend a slot of the spell's level or higher. You
regain all expended spell slots when you
finish a long rest.
##### Spells Known of 1st Level
##### and Higher
You know two 1st-level spells of your
choice from the druid or ranger spell list.
The Spells Known column of the
Primeval Conclave Spellcasting
table shows when you learn more druid or
ranger spells of your choice. Each of these
spells must be of a level for which you
have spell slots. For instance, when
##### Primeval Conclave Spellcasting
| Ranger Level |Spells Known| 1st| 2nd| 3rd| 4th|
|:---:|:---:|:---:|:---:|:---:|:---:|
|3rd|3|2|─|─|─|
|4th|4|3|─|─|─|
|5th|4|3|─|─|─|
|6th|4|3|─|─|─|
|7th|5|4|2|─|─|
|8th|6|4|2|─|─|
|9th|6|4|2|─|─|
|10th|7|4|3|─|─|
|11th|8|4|3|─|─|
|12th|8|4|3|─|─|
|13th|9|4|3|2|─|
|14th|10|4|3|2|─|
|15th|10|4|3|2|─|
|16th|11|4|3|3|─|
|17th|11|4|3|3|─|
|18th|11|4|3|3|─|
|19th|12|4|3|3|1|
|20th|13|4|3|3|1|
you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the druid or ranger spells you know and replace it with another spell from the druid or ranger spell lists, which also must be of a level for which you have
spell slots.
\page
##### Spellcasting Ability
Wisdom is your spellcasting ability for your druid or ranger spells, since your magic
draws on your attunement to nature.
You use your Wisdom whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack bonus** = your proficiency bonus + your Wisdom modifier
#### Land's Stride
Starting at 3rd level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
#### Hearth of Moonlight and Shadow
At 7th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
#### Primeval Awareness
Beginning at 10th level, you can cast the spell *Commune
with Nature* without needing a spell slot. Your spellcasting ability for this spell is Wisdom.
You can use this feature a number of time equal to your Wisdom modifier (minimum of once), regaining all uses once you complete a long rest.
#### Swift Casting
At 10th level, your attunement to nature allows you to cast spells faster than any normal caster. When you are granted an extra turn through your Ambuscade feature, you can use your action to cast a spell of 1st or 2nd level.
#### Tree Stride
Starting at 15th level, you gain the ability to enter a tree and move from inside it to another tree of the same kind within 100 feet. Both trees must be living and at least the same size as you. You must 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, using another 5 feet of movement, can either pass into one of those trees or step out of the tree you’re in.
You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
### Slayer Conclave
Rangers of the Slayer Conclave are the world's most threatening combatants, dedicating their whole to the destruction of their favored enemies.
##### Slayer Conclave Features
| Ranger level | Feature |
|:----:|:-------------|
|3rd |Weight of Steel, Slayer's Resilience|
|7th |Shielded, Brutal|
|10th|Improved Hunter's Quarry|
|15th|Fortitude, One Target to the Next|
#### Weight of Steel
Beginning when you choose this conclave at 3rd level, you learn how to balance the power of your attacks with their precision.
When you make a weapon attack with a weapon that has the finesse or ranged property, you choose to add both your Strength modifier and your Dexterity modifier to the damage.
Furthermore, you can use your Strength modifier instead of your Dexterity modifier for attack rolls made with a shortbow or longbow.
Lastly, you can benefit from the Swift Striker ranger style, even when wielding a melee weapon with two hands.
#### Slayer's Resilience
Also at 3rd level, your hit point maximum increases by 3, and again increases by 1 whenever you gain a level in this class.
#### Shielded
When you reach 7th level, you can aptly use a shield without sacrificing your elegance.
You can benefit from the Ranger Style and Ambuscade features while wielding a shield.
Furthermore, donning and doffing your shield requires no action or object interaction.
\page
#### Brutal
Also at 7th level, whenever you roll a 1 on a damage die for a weapon attack you make, you can roll an additional damage die, adding the two results together.
#### Improved Hunter's Quarry
When you reach 10th level, you can use 1d6 in place of the 1d4 used for your Hunter's Quarry feature.
Furthermore, whenever you hit your quarry and it has a mark placed on it, it takes additional damage equal to your Strength modifier for every mark placed on it.
#### Fortitude
When you reach 15th level, you gain proficiency in Constitution saving throws, and your maximum hit points increase by an amount equal to your Strength score, and you gain proficiency in Constitution saving throws.
#### One Target to the Next
Also at 15th level, whenever your Hunter’s Quarry drops to 0 hit points, you can use your reaction to immediately use your Hunter’s Quarry feature on another creature you can see.
### Strider Conclave
Rangers of the Strider Conclave, the most prominent conclave, work to embody the most symbolic aspects of the ranger ethos. Honed in on their home terrains and experts in hiding in tracking, the members of this conclave are cunning warriors to be feared within the wild.
##### Strider Conclave Features
| Ranger level | Feature |
|:----:|:-------------|
| 3rd|Natural Explorer, Tracker|
|7th|Hide in Plain Sight, Nowhere to Run|
|10th|Land's Stride, Perfect Hunter|
|15th|Elusiveness, One Target to the Next|
#### Natural Explorer
At 3rd level, you gain the experience to survive and combat the natural world.
You gain an additional favored enemy of your choice.
You always know which direction is north.
Choose one of the favored terrains listed below. You gain the following benefits, in addition to one benefit unique to your terrain:
- You have advantage on Intelligence checks to recall information about your favored terrain or creatures native to it.
- Whenever you are within your favored terrain, you can use the Hide action as a bonus action.
- You have advantage on Wisdom (Survival) checks while in your favored terrain.
- You can’t be surprised while in your favored terrain.
- You can move stealthily at a normal pace while in your favored terrain.
- You can spend two hours foraging in your favored terrain and provide food for a number of people equal to your level.
- Difficult terrain doesn’t slow your travel while in your favored terrain. Starting at 10th level, difficult terrain doesn’t slow your group’s travel while in your favored terrain.
**Arctic.** You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. Furthermore, you are resistant to cold damage.
**Coast.** You gain a swim speed equal to your walking speed.
**Desert.** You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide. Furthermore, the exhaustion condition changes for you, with exhaustion levels behaving as according to the Desert Exhaustion table.
##### Desert Exhaustion
| Exhaustion Level | Effect |
|:----:|:-------------|
| 1|None|
|2|None|
|3|Disadvantage on Ability Checks|
|4|Speed Halved|
|5|Disadvantage on Attack Rolls and Saving Throws|
|6|Hit Point Maximum Halved|
|7|Death|
**Forest.** You have advantage on Dexterity (Stealth) checks made as part of the Hide action.
**Grassland.** Your speed increases by 5 feet. Furthermore, you can use the ready action as a bonus action on your
turn to prepare to use any movement you did not use
on your turn.
**Mountain.** You’re acclimated to high altitude, including elevations above 20,000 feet. Furthermore, you have a climbing speed equal to your walking speed.
**Swamp.** You are immune to the effects of disease, have advantage on saving throws to resist the effects of poison and advantage on saving throws against abilities which would deal poison damage to you.
**Underdark.** You have darkvision out to 60 feet. If you already had darkvision, its distance increases by 30 feet. Furthermore, you learn Undercommon.
You gain an additional favored terrain at 7th and 14th level. Furthermore, if you spend a long rest in a terrain that isn’t your favored terrain, you can replace your favored terrain with the terrain you’re resting in.
#### Tracker
Also at 3rd level, your affinity with nature allows you to anticipate and hunt unknown creatures.
If you spend 10 minutes or more studying a creature’s tracks, you can make that creature into your Hunter’s Quarry, even though you can’t see it. Furthermore, the first time you see this creature and it is your Hunter’s Quarry, three marks are automatically placed on it.
Furthermore, while tracking other creatures, you also learn their race, their exact number, their sizes, and how long ago they passed through the area.
\page
#### Hide in Plain Sight
When you reach 7th level, you can remain perfectly still for long periods of time in order to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Lastly, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
#### Nowhere to Run
At 7th level, you can make attacks of opportunity whenever a creature leaves your range, even if the target creature has taken the disengage action or left your range due to forced movement.
Furthermore, when a creature provokes an opportunity attack by willingly leaving your range and has not taken the disengage action, you make the attack without using your reaction.
#### Land's Stride
Starting at 10th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Finally, your allies can use your Dexterity (Stealth) result when moving stealthily as long as they remain within fifteen feet of you.
#### Perfect Hunter
Also at 10th level, you learn one additional ranger style of your choice.
#### Elusiveness
Beginning at 15th level, whenever you take the Hide action, you also benefit from the effects of the Dodge action.
### Warden Conclave
Rangers of the Warden Conclave use guns. That's enough said about that.
##### Warden Conclave Features
| Ranger level| Feature |
|:----:|:-------------|
| 3rd|Gunsmith, Crafted Armament, Trick Shot|
|7th|Crafted Superiority|
|10th|Ever-Ready Shot|
|15th|Ever Vigilant|
#### Gunsmith
When you select this conclave at 3rd level, you gain proficiency with Tinker’s Tools.
Using Tinker’s Tools, you can create ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
#### Crafted Armament
Also at 3rd level, you use Tinker’s Tools to create a powerful weapon. This weapon is a rifle, following the rules from Arcane Artillery and you are proficient with it.
If you lose your crafted armament or wish to create additional ones, you can do so over the course of 16 hours by expending 200 gold pieces worth of metal and other raw materials.
Whenever a Ranger feature of yours would apply to a bow, it applies to your crafted armament too.
Furthermore, you can reload your crafted armament using a bonus action on your turn. When you do so, you only load one bullet into the rifle.
Lastly, if you gain the volley feature, when you use the volley feature, on your turn, you can use a bonus action to completely reload your crafted armament, loading it with enough ammunition to hit every creature in range of the attack.
#### Trick Shot
Also at 3rd level, due to your complete understanding of your crafted armament, you can hone your aim to fire off targeted shots to disable an opponent.
When you make an attack roll with your crafted armament against your quarry and it has a mark placed on it, you can sacrifice the advantage to instead make a called shot against a specific location on its body. If the specified body part can't be seen, or the target lacks the part in question, only normal damage is suffered with no additional effect.
Your trick shots require saving throws. The DC of one of these saving throws equals 8 + your proficiency bonus + your Wisdom modifier.
You can target the following body parts.
***Head.*** On a hit, the target takes normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.
***Arms.*** On a hit, the target takes an additional 1d6 damage and must make a Strength saving throw or drop 1 held item of your choice.
***Torso.*** On a hit, the target takes an additional 1d6 damage and is pushed 10 feet directly away from you.
***Legs/Wings.*** On a hit, the target takes normal damage and must make a Strength saving throw or be knocked prone.
***Foot.*** On a hit, the target takes normal damage and their speed is halved until the end of their next turn.
#### Crafted Superiority
Starting at 7th level, you learn to augment your crafted armament. Your crafted armament gains two of the following upgrades and you gain an additional one when you reach 10th level and again at 15th level.
\page
**Bayonet.** You can use your crafted armament as a one-handed melee weapon which deals 1d8 piercing damage and has the *finesse* property. When you make a ranged attack with your crafted armament, you can use your bonus action to make melee attack using its bayonet.
**Burst.** Your crafted armament gains the burst fire property. Your burst fire damage is 1d10.
**Extended Magazine.** Your crafted armament’s reload becomes 10 instead of 6.
**Extended Range.** Your crafted armament’s range is now 120/600.
**Harpoon Reel.** You gain a secondary attack method that launches a harpoon attached to a tightly coiled cord. This attack has a normal range of 30 feet of 30 feet and a maximum range of 60 feet, and it deals 1d6 piercing damage. This attack can target a surface, object, or creature.
A target struck by this attack is impaled by the harpoon unless it is removed as an action. If it is removed from a creature, that takes an additional 1d6 slashing damage as part of the removal. While the harpoon is struck in the target, you are connected to the target by a 60-foot cord. Dragging the connected party via the attached cord causes the creature moving to move at half speed unless they are a size category larger.
While connected in this manner, you can use your bonus action to activate the Reel action, pulling yourself to the location if the target is Large or larger. A Medium or smaller creature is pulled back to you, and ends the connection.
Once you fire your harpoon, you can’t fire from your crafted armament until you use the Reel action.
**Scatter.** Your crafted armament gains
the scatter feature. The scatter damage is 1d4.
```
```
**Scope.** Attacking at long range, attacking while
prone, and attacking prone creatures don't impose disadvantage on your crafted armament’s ranged
attack rolls, and, when you attack at long range, you
can use a bonus action to grant yourself advantage on the attack roll.
**Silencer.** Your crafted armament no longer makes any noise.
#### Ever-Ready Shot
Starting at 10th level, whenever a creature moves
away from cover, becomes visible after having been
hidden, or gets up from being prone, you can use
your reaction to make an attack against that
creature using your crafted armament.
#### Ever Vigilant
At 15th level, you have become a vigilant
guardian for all those you protect, be
it from close range or afar.
You can use a reaction in order to take a shot at any enemy that is within your weapon’s range if they attempt to attack or cast a spell at any creatures friendly to you. If you hit, the creature’s attack automatically fails, dealing no damage if it would normally do so. If they were casting a spell, they must make a concentration check against the damage of your attack, as though they were holding the spell. On a failed save, the spell fizzles and is not cast.
You can use your reaction this way a number of times equal to your Wisdom modifier (minimum of once). You regain all uses once you complete a long rest.
\page
## Appendix A: Tracking
This appendix offers new variant rules for tracking creatures. Though not every character has access to these rules, multiple different class options besides the ranger have access to these new tracking rules.
These tracking rules are intentionally meant to be complex, with a heavy emphasis on math. A player who wishes to track should familiarize themselves with performing the calculations necessary for tracking, so as to not overburden their DM.
#### Tracking without a Ranger
While these rules do limit the tracking feature to a select few classes, this does not prevent classes without the tracking feature from following trails. If an obvious trail is left that doesn't require any investigating or specialized knowledge to follow, no roll is required. In the same way that noticing a gargantuan creature standing 5 feet in front of you doesn't require a Perception check, and knowing that you've been stabbed doesn't require a Medicine check, spotting obvious paths that would be observable to the layman doesn't require a tracking check.
#### Tiers of Tracking
When a tracking check is called for by the DM is dependent on three different difficulties of tracks: easy tracks, intermediate tracks, and difficult tracks.
Easy tracks do not require any roll. To follow a creature you can see, or navigate through the gargantuen wake of destruction left by a Tarrasque needs no roll. These are tracks that any person, heroic or not, could follow.
Intermediate tracks are tracks that while not instantly noticeable, are still easily followed by a normal person, without needing to be an expert on the natural world or the creature you're tracking. These tracks can be noticed and followed by intelligent and wise creatures who aren't trained trackers. As such, intermediate tracks require simple Intelligence (Investigation) or Wisdom (Survival) checks in order to follow. These often include fresh trails of blood, flowing like a river.
Difficult tracks are tracks which require a tracking roll. The rules for tracking rolls are covered in the proper tracking text.
### Tracking
Following long, old, or hidden tracks is an impossible task for most, but for the specially trained, such as the ranger, they can read impressions in mud, bends in twigs, and scratches on rock like words on a printed page. They can identify a quarry and how fast it was traveling by the depth of a footprint. They can tell the size of a slug from the trail of slime it left behind. They can track an orc in the darkest forests, a rabbit through the thickest jungles, and an escaped convict across the most desolate mountain range.
A character with the ability to use Tracking can apply it to cahracters as well as creatures, and to underground and interior seetings as well as all types of outdoor environments.
```
```
#### Setting Up the Check
Analyzing a set of tracks requires a different set of skills depending on the circumstances and vary in difficulty depending on the goal. A tracking check is always a skill check that uses either Intelligence (Nature), Intelligence (Investigation), or Wisdom (Survival), adn you can make it in order to follow tracks, identify the creature type(s) that made the tracks, identify the number of creatures that resulted in the tracks, how long the tracks have been there, and the approximate speed at which the tracked creature(s) moved or are moving.
When you make a track check, first determine your goal from the table below. This will determine the base DC of the check, which will later be modified. This is the DC to succeed the check, though the Tracking DC Modifiers table will ultimately determine the full DC.
##### Base Tracking DCs
|Goal|DC|
|:---|:---:|
|Follow tracks|15|
|Identify creature type(s)|13|
|Identify exact number of creatures|18|
|Identify time passed|15|
|Identify travel speed|17|
Second, after you've chosen your goal, consider the circumstances to determine what skill you will use in order to do the actual tracking. Depending on your goal and the environment, a different skill is required.
##### Tracking Skill
|Circumstance|Skill|
|:--|:--:|
|**Follow Tracks**||
|Natural terrain (caves, forests)|Wisdom (Survival)|
|Unnatural terrain (town roads, dungeons)|Intelligence (Investigation)|
|**Identify Creature Types**|Intelligence (Nature)|
|**Identify exact number of creatures**||
|Natural terrain|Wisdom (Survival)|
|Unnatural terrain|Intelligence (Investigation)|
|**Identify time passed**|
|Natural terrain|Wisdom (Survival)|
|Unnatural terrain|Intelligence (Investigation|
|**Identify travel speed**||
|Natural terrain|Wisdom (Survival)|
|Unnatural terrain|Intelligence (Investigation)|
\page
Third, once you've chosen your goal and figured out what skill you are using, consult the Tracking DC Modifiers table. Some DMs will either calculate the DC themselves (so as to not reveal pertinent information to you), or will tell you all of the relevant qualifiers on the table and leave you to calculate the DC. Eitherway, this will be the final DC to determine whether or not you succeed on your tracking check.
Fourth, consult the Tracking Roll Modifiers table in order to determine all relevant bonuses to your skill check.
Fifth, add your class tracking bonus (see Tracking Classes) that is dependent on your class and level to the roll, then compare it with the DC and tell your DM the results.
Finally, once you have finished the actual roll, consult the Time section to figure out how long your analysis took.
#### Tracking Modifiers
##### Creature Size
Creature size directly impacts the size of tracks, as such, the DC of your check increases the smaller the tracked creatures are, and decreases the larger they are.
***Multiple Sizes.***
When setting the DC for multiple creatures of multiple types and sizes, you only add one creature's creature size to the DC. If you are attempting to identify the exact number of creature types, you use the modifier of the smallest creature. If you are attempting to follow, identify time passed, or identify travel speed, you use the modifier of the largest creature.
***Diminutive Creatures.*** Diminutive refers to creatures the size of insects and bugs, who normally wouldn't be capable of display on a standard 5-foot to 1-inch battlemap.
##### Illumination
Illumination determines the ease with which you can see the analyzed tracks. Illumination refers to how you personally perceive and interact with the light, via abilities such as *darkvision* and *devil's sight*.
When you set the DC, you choose one grade of illumination (bright light, dim light, or darkness), add any necessary obscurements (light obscurement or heavy obscurement) and determine whether or not your light source is limited light.
***Bright Light vs. Limited Light.*** For the purposes of tracking bright light refers to large, all encompassing sources of light, such as sunlight or abundant indoor lighting. Meanwhile, limited light is used when you are in dark areas, but use a limited light source to illuminate the tracks. This could apply when you or a companion is carrying a torch, or when your only light source originates from the *light* cantrip.
***Determining Light Grade.*** Light grade refers to the level of light that shines on the area of tracks you are observing. For example, while in daylight with clear skies, you choose bright light. If you are in the pitch black, you choose darkness. If you are in pitch black but using a torch, you would choose bright light. If you were in pitch black, but benefit from *darkvision*, you would choose dim light.
***Darkness.*** While in darkness, in addition to the +25 bonus to the DC, you also suffer disadvantage on the tracking roll. This disadvantage can't be cancelled out no matter what, even if you have 1 or multiple sources of advantage.
```
```
##### Tracking DC Modifiers
|Creature Size||Modifier|
|:---:|:---|:---:|
||Diminutive|+20|
||Tiny|+15|
||Small|+5|
||Medium|+0|
||Large|-2|
||Huge|-5|
||Gargantuan|-8|
|**Illumination**||**Modifier**|
||Bright Light|+0|
||Dim Light|+10|
||Darkness|+25|
||Light obscurement (such as fog)|+6|
||Heavy obscurement (such as blizzard or dense fog)|+10|
||Limited Light|+5|
|**Situation**||**Modifier**|
||Every 12 hours since trail was made|+1|
||Every hour of rain since trail was made|+2|
||Every hour of snow or sleet since trail was made|+4|
||Creature(s) moved stealthily|+6|
||Creature(s) was assisted by character specialized in tracking and/or concealing tracks|+10|
||Creature(s) fly|+20|
||Every two creatures being tracked|-1|
||Every favored enemy being tracked|-1|
***Limited Light.*** If you are in an area of darkness or dim light but have a light source, such a a torch or darkvision, you choose the grade that hits you, and then add the modifier for limited light to the DC, as the range of your light source is not infinite.
##### Situation
Situation refers to various circumstances that may effect your tracks and ability to follow and analyze them.
***Additional trackers.*** Only creatures with the ability to make tracking checks are capable of using the help action to assist your tracking checks. When they do so, instead of granting you advantage on the roll, you gain a +1 bonus to your check for each additional tracker that helps you.
***Animal Companion.*** If you are a beast conclave ranger with an animal companion, or have gained the service of a familiar through the *find familiar* spell, you add your proficiency bonus to your tracking check for each animal assisting you. The animal must be your companion or familiar, and can't be the companion or familiar of someone else.
\page
***Creature(s) fly.*** If your tracks were only made by creatures that were flying, you have disadvantage on your tracking check, and this disadvantage can't be cancelled, regardless of any sources of advantage. If your tracks include creatures that weren't flying, in addition to flying creatures, you don't have disadvantage on the roll.
***Every creature being tracked.*** The situation modifiers *every two creatures being tracked* and *every favored enemy being tracked* can stack. The favored enemy modifier refers to creature types chosen through the ranger's favored enemy feature, and the creature types specified in the blood hunter's hunter's bane feature.
***Injured tracked creature.*** If at least one of the tracked creatures is injured, you gain a +1 bonus to your check. You can only benefit from this modifier once.
***Time since the tracks were made.*** The situation modifiers for *every 12 hours since trail was made*, *every hour of rain since trail was made*, *every hour of snow or sleet since trail was made* are all capable of stacking. This means that if a trail was made 24 hours ago, and it rained for 12 hours and snowed for 12 hours during that time, the DC will increase by 2 + 24 + 48, for a total of 74.
***Tracking stealthy creatures.*** Consult the travel pace rules in the player's handbook when determining what happens when a creature moves stealthily over long distances.
##### Terrain
When you observe the terrain that you are tracking, you choose the most accurate descriptor and apply its modifier to the roll. You only apply one terrain's modifier.
If the terrain changes, the DM may deem it necessary to call for a new tracking check, or they made decide that the old check is sufficient.
##### Travel Pace
Travel pace refers to your own pace while moving. If you decrease your travel pace while following tracks, you remove the negative modifier from your result, and keep the same result. However, if you increase your travel pace, the DM must call for a new roll.
***Stealth.*** Stealth and slow result in the same movement speed, however, incurring the -5 tracking modifier from stealth will allow you to stealth and track at the same time.
#### Tracking Classes and Class Bonuses
With this variant rule, not all classes have the same capabilities and proficiencies with tracking. Characters with the potential to track gain the ability at different leves, and gain different class-based bonuses to tracking.
##### Tiers
Tracking classes are divided into three tiers which seperate them by their familiarity with tracking. These tiers determine their class bonuses to tracking as well as what level a class gains access to tracking.
A Tier 1 tracking class or subclass gains access to tracking starting at 1st level, a Tier 2 gains access at 2nd level, and a Tier 3 gains access at 3rd level.
```
```
#### Tracking Modifiers
##### Roll Modifiers
|Terrain||Modifier|
|:---|:---|:---:|
||Fresh snow (clearly outlined foorprints)|+7|
||Soft ground, loose dirt floor (good impressions of prints, but not as defined as fresh snow)|+5|
||Muddy ground (soft impressions fading)|+4|
||Thick brush, desnse jungle (broken branches, curshed weeds)|+3|
||Forests, dusty indoor area (occasional marks of passage)|+2|
||Sparse plains and fields (open, with light vegetation|+1|
||Normal ground, wood floor (infrequent marks of passage)|+0|
||Desert, dry sand|-2|
||Swamp (spongey surface but little mud for prints, heavy vegetation|-4|
||Solid ice (occasional scuffs and marks)|-6|
||Rocky terrain, stone floors, shallow water (prohibits all but the most minute signs of passage)|-10
|**Situation**||**Modifier**|
||Animal Companion/Familiar assisting|+proficiency bonus|
||Each additional tracker assisting tracking|+1|
||At least one tracked creature is injured|+1|
|**Travel Pace**||**Modifier**|
||Fast|-30|
||Normal|-15|
||Stealth|-5|
||Slow|0|
The Tier 1 tracking classes are the **blood hunter** (either Matthew Mercer's Blood Hunter or u/TheAhstonium's Revised Blood Hunter), the **ranger** (of any variety or redesign, and the **witcher** (the witcher classAaron Infante-Levey's Witcher Setting homebrew).
Tier 2 tracking classes are the **barbarian**, the **nature domain cleric**, and the **druid.** At the DM's discretion, Circle of the Land druids and Path of the Totem barbarians may be considered as Tier 1 tracking classes when determining their tracking bonuses.
Tier 3 tracking classes are the **bounty hunter, monster hunter, ** and **survivalist archetype fighter** (see Sam's fighter redesign), the **Oath of the Ancients paladin,** and the **scout rogue**.
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Furthermore, at the DM's discretion, a creature with expertise in the Investigation, Nature, or Survival skills, may use the tracking rules for tracking checks made using that skill (for example, a creature with expertise in Investigation can't make outdoor tracking checks, but can make them indoors). Creatures with access to the tracking rules this way and only this way do not have a class bonus and can only add their proficiency bonus once to this check, instead of doubling it through expertise.
#### Class Bonus
When you make tracking checks, you add your class bonus, as shown on the table below, to your check. This bonus increases as you gain levels in your class.
For example, if you are a 6th level ranger, your class bonus is 3, and if you are a 8th level barbarian, your class bonus is 2.
##### Class Tracking Bonuses
|Level|Tier 1 Bonus|Tier 2 Bonus|Tier 3 Bonus|
|:---|:---:|:---:|:---:|
|1 |1 |-|-|
|2 |1 |1|-|
|3 |2 |1|1|
|4 |2 |1|1|
|5 |3 |2|1|
|6 |3 |2|1|
|7 |4 |2|1|
|8 |4 |2|2|
|9 |5 |3|2|
|10|5 |3|2|
|11|6 |3|2|
|12|6 |4|2|
|13|7 |4|3|
|14|7 |4|3|
|15|8 |4|3|
|16|8 |5|3|
|17|9 |5|3|
|18|9 |5|4|
|19|10|6|4|
|20|10|6|4|
#### Multiclassing
When you multiclass into different classes that provide tracking, your class bonus increases by different amounts depending on what classes you have taken levels in.
For classes of the same tier, you add their levels together and consult the tracking bonuses table for the tier of the classes. For example, a character who has three levels in ranger and one level in blood hunter will be treated as a fourth level tier 1 tracker, and have a +2 class bonus. A character who is a third level Path of the Zealot barbarian and a fifth level Circle of the Moon druid will be treated as an eight level tier 2 tracker, and have a +2 class bonus.
When you multiclass between classes of different tiers, you treat each different tier's bonus progression seperately. For example, if you are a 1st level ranger and a 3rd level Oath of the Ancients paladin, you have a +2 class bonus, 1 from ranger and 1 from paladin. If you multiclass between three different classes; say four levels in ranger, two levels in shephard druid, and three levels in totem barbarian, you would be a fourth level tier 1 and a fifth level tier 2, and have a +4 class bonus from pooling your class bonuses together.
#### Time
The time that it takes to analyze tracks depending on the goal of your tracking roll.
If you follow the tracks, the time taken to track is accounted for as part of your movement speed and the penalty to your roll.
Analyzing tracks to determine and identify creature type takes a number of minutes equal to the DC of your tracking check.
Analyzing tracks for any other reason takes a number of minutes equal to twice the DC of your tracking check.
#### Failing a Tracking Check
When you fail a tracking check, you can't attempt it again until you complete a short or long rest.
##### The Strider Conclave
The Strider Conclave serves to give rangers a subclass that is even more skilled at tracking and surviving in the wild.
When you use these new tracking rules, the text of your Tracker feature is replaced with the following:
Also at 3rd level, you learn the techniques of the most intelligent trackers in the realm. You gain the following benefits:
- When you make a tracking check while in your favored terrain, the terrain modifier can't be below 1.
- Moving at normal speed, or using stealth incurs no penalty to your tracking check and the time it takes you to study tracks is halved.
- When you succeed on a tracking check to learn the creature types of tracks, you also learn the exact number of creatures and can choose to make one of the creatures into your special quarry. Making another creature into your quarry does not make that creature no longer your quarry, but choosing a new special quarry does end the previous special quarry. The first time you see that creature while it's your special quarry, it becomes your hunter's quarry and four marks are instantly placed on it.
> ##### Artificer Tracking
>
> Artificers with special mechanical hounds may wish to be able to use them for tracking. With the DM permission, a Battle Smith artificer or a golemsmith playing with u/KibblesTasty's revised artificer may be treated as a Tier 3 tracker, and their Iron Defender/Golem may be considered an animal companion.
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# The Composite Ranger
## Credits & Acknowledgements
I've named this the Composite Ranger because, at the end of the day, while it may technically be "my" ranger redesign, it's really the compilation of every ranger redesign and conclave that I've ever liked.
I owe the following people my gratitude. People are credited in the order of the document.
#### The Ranger
Page one has some stunning art, the best I've found for this document and the most deserving of its front page, made by... I don't know. I've done research to try and find it and the earliest results seem to suggest that it's a Skyrim wallpaper - but that's nothing conclusive. I understand that r/UnearthedArcana requires me to source all of my art, but sometimes that just seems impossible. All of that said, I found it through **scruffygrognard**'s WordPress.
The beginning fluff text is taken directly from the base 5e ranger fluff text, copied directly from D&D Beyond. I can't tell you which member of WotC staff wrote those paragraphs, so credit goes to **James Wyatt**, **Robert J. Schwalb**, **Bruce R. Cordell**, **Michele Carter**, **Chris Sims**, **Scott Fitzgerald Gray**, **Christopher Perkins**, **Mike Mearls**, and **Jeremy Crawford**.
The idea for 2d6 hit dice and the Ambuscade feature came directly from the original 2015 *Unearthed Arcana: The Ranger* - the one that only goes to level 5.
Favored Enemy is largely the same as its original 5e implementation, with two key additions; 1) the third bullet point, which was designed to have synergy with the Hunter's Quarry feature; 2) the increase from 3 total favored enemies (capping at 14th level) to 7 favored enemies (capping at 19th level). For a period, I considered adapting/modifying the Favored Enemy feature from **u/Mordraken**'s "How we gave Ranger its identity back" fix to Favored Enemy. However, I gave up on this idea after realizing that making special abilities for all of these creatures and then trying to balance those features would be too difficult.
On page 3, we have a piece of art similar to the first, in that it's a pretty generic looking wallpaper, and wallpapers are almost impossible to source and are almost the worst part of making homebrew content. Scratch that; finding good art (whether for homebrew, tokens, or battlemaps) is, and forever will be, the worst aspect of running this game.
Hunter's Quarry is an amalgamation of several different features. Firstly, the name is taken from a key 4e ranger ability, but has been spliced together with the 5e ranger's Foe Slayer feature, one of the most underwhelming base game capstones. The idea of making Foe Slayer a 1st level ability was taken from a homebrew ranger I found on Reddit, though I can't for the life of me remember which one.
Keen Eye was lifted almost directly from **Matthew Colville**'s first draft of "Matt's Ranger," elements of Keen Eye also worked their way into Hunter's Quarry.
Ranger Style might be one of the few features that is largely my own, but it was all born from Mike Mearls' Happy Fun Time Hour ranger alternative features - specifically the Whirling Blades fighting style added. When I ported over that fighting style, I then conceived of making special, ranger-only fighting styles - thus conceiving of the Ranger Styles.
Page 4 brings us a nice little piece of art from the **Neverwinter** game. Meanwhile, the centerpiece of page 5 is a bit of art titled *a journey begun* and was made by **denmanrooke** on Deviantart.
Hunter's Defenses comes from an amalgamation of Mike Mearls' ranger and the Multiattack Defense feature.
Fleet of Foot is partially based on the Mobile feat.
Poultices were born from the 2015 Unearthed Arcana article "Modifying Classes."
At the discretion of my DM, who can't kept confusing Multiattack with Extra Attack, this feature was renamed to Storm of Steel. However, its underlying mechanics are still found in the original Hunter Archetype, as is the Horde Breaker feature.
Evasion is a monk and rogue feature, however, you may notice that this version of evasion isn't quite as good as theirs. This is due to the ranger's improved survivability from their greater hit dice.
The first paragraph of Hit and Run is inspired by the effects of the spell *freedom of movement.* Meanwhile, Feral Senses and Stand Against the Tide are inspired by base 5e ranger abilities.
Foe Slayer only shares its name with the original ranger capstone, whie everything else about it is new. Its main draw, Pinpoint Shot and Swift Decapitation, are both modified from the effects of the Vorpal Sword.
#### Ranger Conclaves
##### The Arcane Conclave
This conclave is reworked directly from Xanathar's Guide to Everything, and is mostly the same as the fighter archetype it's based on - with the addition of Infused Attack and Ever-Ready Arrow's modification to fit the ranger class.
##### The Beast Conclave
**u/KibblesTasty** is most renowned for his amazing artificer class, but his draft of the Beast Conclave revision is amongst his best work. While some aspects have been modified and others are my own new additions, the conclave's fundamental construction is owed entirely to Kibbles.
The art on this page actually comes from Wizards of the Coast, and used to feature on their website. I assume that that's where I would theoretically be able to find its true source. Unfortunately, WotC has changed their Dungeons and Dragons website so many times that there's no way to access its original page. Once again, bamboozled in my quest to find image sources.
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##### The Blood Conclave
It should only take a cursory glance at this conclave's features and writing to know which famous DM came up with its material. Do I even have to name **Matthew Mercer**? Well, yes, because that's how credits work. But even if I didn't, you'd know it's owed all to him.
Furthermore, the art on page 10 is my favorite piece of Blood Hunter art, and I owe it to **u/jamestheboyyy** on the r/CharacterDrawing subreddit. Meanwhile, page 11's art was posted to Pinterest by **James Olson**, but who knows if the art is actually his. Ah, the follies of Pinterest, my least favorite website in the world.
##### The Craft Conclave
Originally, the Craft Conclave had its teeth in the Sage Conclave and the Slayer Conclave - a healing-based conclave and a monster slayer-based conclave. But both of those subclasses were merged together to form what I think is a much stronger archetype with a better thematic and mechanical through-line.
The bear trap diagram pictured on page 12 is taken from the **Journal of Antiques**.
##### The Dragon Conclave
Not giving any credit to a certain anime which may have inspired this conclave, I will instead call out its other forerunner - **u/TheArenaGuy**'s Dragon Apprentice Ranger Archetype.
The dragonborn ranger drawing comes from the wonderful illustrator **Brent Woodside**.
##### The Gloom Conclave
The only ranger archetype from 5e that has received a *nearly* direct port from Adventurer's League legal material. This archetype owes its features to Xanathar's Guide to Everything. It's also one of two conclaves that I have actually had the pleasure of playtesting. Shame that Seldzsar got killed by a swarm of undead goblins that just so happen to have had blindsight.
I've spent too much time looking for good tiefling art. There's so much bad tiefling pieces out there, which almost convinced me that it was just an impossible race to draw; but then **Stefan Ristic** just goes around and makes something stunning, making its way onto page 15.
##### The Mist Conclave
There is a short list of 5e material that I have actually purchased. Amongst them is **taking20**'s Mist Walker.
I couldn't find any png's of taking20's Mist Walker art, but luckily I was graced with the beautiful work of **mattforsyth** to save this document.
##### The Primeval Conclave
Truth be told, if the ranger, since its inception, has always had spellcasting, then I owe it to the class' lineage to make sure there is at least one conclave which retains its naturalistic spellcasting. I'm a big fan of 1/3 casters and giving classes hybrid archetypes, so this subclass emerged from features taken from the Circle of Dreams, Circle of the Land, and the base 5e ranger.
The Primeval Conclave's art comes from **Guild Wars 2,** always a great source of out-there fantasy art.
##### The Strider Conclave
This is *the* ranger, and its abilities are meant to embrace that so-called "third pillar" of gameplay. Hence where the Strider Conclave's necessity came from. Meanwhile, its features are both from the base ranger and from the Mike Mearls' Happy Fun Time Hour.
I was worried I wouldn't be able to find good art for this conclave, but then I found Deviantart user **todd-ulrich** and his piece, so simply titled, "Ranger."
##### The Warden Conclave
I play in pirates themed campaign from time to time, and they aren't pirates if they don't have guns. At our table, we use **u/ZowJr**'s *Arcane Artillery* for all of our firearm needs, and this archetype was designed to be compatible with those rules. It was also inspired by a forum post I read (I think on Quora) about fixing the ranger, which played a scene from *the Patriot* which inspired the feel of this subclass.
I'm incredibly thankful that this page's image was sourced in the image itself, owing credit to copyright 2012 **Paizo Publishing, LLC.** ALL RIGHTS RESERVED.
##### Playtesting and notes
A cursory thanks goes to **Izzy**, **SgtBriar**, **heavyarms**, and **marceline** for talking some sense into me over in the Discord of Many Things, reeling this class in.
And of course, thank you to my two friends, Isaac and Zach, who allowed me to play this ranger revision in their respective one shot adventures. And thanks to you, the reader, for taking a chance on this document, even if it is 23 pages.
And a brief note on its length. I understand that by 5e standards, this class is a little long. But keep in mind, if you were to only consider the main class + two conclaves (the amount of content presented in the base 5e ranger section from the PHB), then it's only 6 pages, and that's not very long.