The Primordial Beast

A 5th edition Ranger Conclave

Your connection to the natural elements manifests itself in the form of beasts. Rangers belonging to this conclave have much in common with their shape shifting druidic cousins. Their bestial forms however are more primal and are bursting with elemental power.

Elemental Tongue

At 3rd level your bond to elementals allows you to commuicate freely with them.

You learn to speak, read, and write Primordial or one other language of your choice.

Beast Form

Starting at 3rd level, you can use a bonus action to magically assume the form of a beast that you have seen or studied before.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your ranger level determines the beasts you can transform into, as shown in the Beast Forms table below.

Beast Forms
Ranger Level Max CR/Limitations
3 CR 1, no flying, no swimming
6 CR 2, no flying
9 CR 3
12 CR 4
15 CR 5
18 CR 6

You can stay in a beast form for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

When you transform, you retain your hit dice and your hit points become 5 + (5*your ranger level).

When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell. . You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment.

Elemental Power

Finally at 3rd level your Beast Forms are empowered by the elements. Your Beast Forms gain the following bonuses.

Thick Hide If your Beast Form is not wearing armor, it gains a bonus to AC equal to your Wisdom modifier.

Infused Beast When you enter your Beast Form choose an element from the table below to affect your form.

Element Bonus
Fire Fire resistance
Water Cold resistance
Earth Acid resistance
Air Lightning resistance

Primal Claws

At 7th level your Beast Forms gain more power from the elements, your attacks in Beast Form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You also can choose to have your Beast Form attacks deal the damage type associated with your Elemental Power feature.

Additionally you can use your Proficiency Bonus and Wisdom modifier for your attack and damage rolls if they would be higher than the Beast Form's attack and damage rolls.

Energy Burst

When you reach 11th level you can surge your Beast Form with elemental energy causing it to errupt around you.

In Beast Form, as an action you can deal 2d8 damage to enemies around you in a 10 foot radius. They must make a dexterity saving throw equal to your spellcasting modifier, taking half damage on a success.

Further you can choose to use a spell slot to empower this ability. For every spell slot level you use increase the damage dealth by 2d8.

Credits

Twin Forms

The line between you and your Beast Form blurs. At 14th level you can cast Alter Self at will.

While under the effects of Alter Self you can benefit from your Elemental Power, Primal Claws and Energy Burst features without needing to be in a Beast Form.