Assorted Ranger Conclaves
This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever (weirdowhoever@gmail.com).
At 3rd level, a ranger chooses the Ranger Conclave feature. Here are new options for the feature: the Arcane Archer Conclave, the Skinwalker Conclave, the Stormstrider Conclave, and the Wild Stalker Conclave. Note: This subclass option is based on the revised ranger from the Unearthed Arcana article "The Ranger, Revised". Rangers of the Arcane Archer Conclave practices a unique elven method of archery that combines archery and magic. by weaving a strain of magic into the bow and quiver, the ranger can produce supernatural wonders with the attack. Starting at 3rd level when you choose this archetype, you gain proficiency in the Arcana skill, and you learn the prestidigitation cantrip. Also starting at 3rd level, you can channel your magic to your shots. You know two Arcane Shot options of your choice, from the Arcane Shot Options below. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 11th, and 15th level. When you fire an arrow from a shortbow or longbow as part of the Attack action, you can expend one spell slot to apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option does not involve an attack roll. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When you reach 7th level, immediately after you make an attack with your Arcane Shot applied, you can use a bonus action to move up to half your walking speed. Additionally, when a hostile creature ends its turn within 5 feet of you, you can use your reaction to move up to half your walking speed. Movements you make with this feature does not provoke opportunity attacks. Starting at 11th level, you can use your action to make a ranged attack with a shortbow or longbow 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. When you make an attack with this feature, you can apply your Arcane Shot on any number of the attacks as normal. By 15th level, when you make an attack with a shortbow or longbow, you can apply your Arcane Shot without expending a spell slot, as if you have expended a 1st-level spell slot. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. When an Arcane Shot options refer to damage, the damage increased with the spell slot you expended for using the Arcane Shot option. The damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each slot level above 1st, to a maximum of 5d6. Some Arcane Shot options require the target to make a saving throw. The save DC for your Arcane Shot options equals your ranger spell save DC. Concussive Shot. When you hit a creature with the attack, the target takes psychic damage, and it must succeed on a Wisdom saving throw or becomes unconscious for 1 minute or until it takes damage. Another creature can use an action to awaken the unconscious creature. Explosive Shot. When you hit a creature with the attack, the target takes fire damage, in addition to the attack's normal damage, and the arrow detonates into a 10-foot radius sphere of firey burst centered on the target. Each creature other than the target within the sphere must make a Dexterity saving throw. A creature takes fire damage on a failed save, or half as much damage on a successful save. The fire spread around the corners, igniting inflammable objects in the sphere that are not being worn or carried. Freezing Shot. When you hit a creature with the attack, the target takes cold damage, and it must make a Constitution saving throw. On a failed save, the target becomes restrained until the end of your next turn. On a successful save, its speed is reduced by 15 feet until the end of your next turn. Repulsive Shot. When you hit a creature with the attack, the target takes thunder damage, and it must make a Strength saving throw. On a failed save, the target is pushed up to 15 feet away from you, and it falls prone if it is Large or smaller. Thunderous Shot. Immediately after you fire the arrow, the arrow transforms into a bolt of lightning, forming a 5-foot wide line that extends out from you to the target. Each creature in the line excluding you and the target must make a Dexterity saving throw. A creature takes lightning damage on a failed save, or half as much damage on a successful save. When you hit a creature with the attack, the target takes an extra lightning damage, in addition to the attack's normal damage.
Homebrew Material
Arcane Archer Conclave
Arcane Archer Lore
Arcane Shot
Extra Attack
Arcane Skirmisher
Volley
Superior Arcane Shot
Arcane Shot Options
Venomous Shot. When you hit a creature with the attack, the target takes poison damage, and it must succeed on a Constitution saving throw or becomes poisoned for 1 minute. If the target is already poisoned, the target takes an extra 1d6 poison damage, and the creature gains a level of exhaustion on a failed save.
Withering Shot. When you hit a creature with the attack, the target takes necrotic damage, and it must make a Constitution saving throw. On a failed save, the target's hit point maximum is decreased for 1 hour by an amount equal to half the necrotic damage it took from the attack.
Skinwalker Conclave
Rangers of the Skinwalker Conclave commune with the nature, channeling the mystic power to assume the form of fierce beasts to protect the wilderness from harm and evil intents. These rangers can be often found among druids, and more often than not are druid initiates themselves.
Skinwalker Initiate
Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but cannot decipher it without magic.
Skinwalker Magic. You learn the druidcraft cantrip. These cantrip counts as ranger spell for you.
Additionally, you learn an additional spell when you reach certain levels in this class, as shown in the Stormstrider Spells table. The spell counts as a ranger spell for you, but it does not count against the number of ranger spells you know.
Table: Skinwalker Spells
Ranger Level | Spell |
---|---|
3rd | beast bond |
5th | animal messenger |
9th | conjure animals |
13th | dominate beast |
17th | commune with nature |
Wild Shape
Also starting at 3rd level, you can use a bonus action to magically assume the shape of a beast. You have two uses of this feature, and regain all expended uses when you finish a long rest.
At 3rd level, you know two beasts that you can transform with this feature, from the Skinwalker Wild Shape table below. You gain an additional beast that you can transform into when you reach 7th (three beasts), 11th (four beasts), and 15th level (five beasts) in this class.
You can stay in a beast shape for 1 hour, after which you 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.
Table: Skinwalker Wild Shape
Challnge Rating | Beasts |
---|---|
0 | Bat, cat, crab, deer, eagle, goat, hawk, hyena, jackal, octopus, owl, quipper, rat, raven, vulture, weasel |
1/8 | Camel, giant rat, giant weasel, mastiff, mule, poisonous snake, pony |
1/4 | Boar, draft horse, elk, panther, riding horse, wolf |
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.
- When you transform, you assume the beast’s hit points and Hit Dice. 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. As long as the excess damage does not reduce your normal form to 0 hit points, you are not knocked unconscious.
- You cannot cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming does not break your concentration on a spell you have already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you have already cast.
- 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 cannot 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, based on the creature’s shape and size. Your equipment does not change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
In addition to the normal rules above that apply to the Wild Shape, your training and discipline as a member of the conclave enhances your bestial form. While you are transformed with your Wild Shape, you gain the following benefits:
- Your beast form loses the Multiattack action, if it has one.
- Your beast form's hit point maximum increases by twice your ranger level.
- You retain your proficiency bonus, and use it instead of the beast's proficiency bonus. Whenever your proficiency bonus increases by 1, your beast form's skill bonuses and the bonuses to hit of its attacks also increase by 1.
- In addition to the areas where the beast would normally use its proficiency bonus, you add your proficiency bonus to your beast form's Armor Class and damage rolls.
Bestial Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action while transformed with your Wild Shape.
Additionally, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity against nonmagical attacks and damage.
Primal Restoration
Starting at 7th level, while you are transformed with your Wild Shape, you can expend one spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When you use this feature, you can also end one effect on yourself that is causing you to be charmed or frightened.
Storm of Claws and Fangs
At 11th level, while you are transformed with your Wild Shape, you can use an action to make a melee attack against each creature of your choice within 5 feet of you, with a separate attack roll for each target.
Call of the Wilderness
When you reach 15th level, While you are taking a short rest, you can meditate for 30 minute, communicating with the wilderness and harness the mystic energy from your within. If you do so, you regain all expended uses of your Wild Shape when you finish the short rest.
Once you use this feature, you must finish a long rest before you can do so again.
Stormstrider Conclave
Stormstriders, like their title suggests, walks into and through wherever the harsh storm sweeps through. Rangers of the Stormstrider Conclave are guardians to the coastal civilizations and tribes who ward off the storm and minimizes the damage from the calamity, but by learning from the sheer force of the nature, they can also become a deadly threat to those who dare cross them.
Stormstrider Initiate
Starting at 3rd level when you join this conclave, you undergo a course of training to attune yourself to stormy coasts. You gain the following benefits:
Nautical Affinity. While you are not wearing medium or heavy armor, you gain swimming speed equal to your walking speed, and you can hold your breath for a number of hours equal to 1 + your Constitution modifier, to a minimum of 30 minutes.
Stormstrider Magic. You learn the gust and thunderclap cantrips. These cantrips count as ranger spell for you.
Additionally, you learn an additional spell when you reach certain levels in this class, as shown in the Stormstrider Spells table. The spell counts as a ranger spell for you, but it does not count against the number of ranger spells you know.
Table: Stormstrider Spells
Ranger Level | Spell |
---|---|
3rd | thunderous smite |
5th | gust of wind |
9th | call lightning |
13th | storm sphere |
17th | control wind |
Stormbound Arsenal
Starting at 3rd level when you choose this archetype, you can use a bonus action to charge a melee weapon that does not have the heavy or two-handed property with your mystic magic, making it a stormbound weapon. The stormbound weapon lasts for 1 minute or until the weapon is dropped or thrown.
When you hit a creature with the stormbound weapon, you deal an extra lightning or thunder damage (your choice) equal to your proficiency bonus with the attack.
If the stormbound weapon has the thrown property and you make a ranged weapon attack by throwing your stormbound weapon, the attack ignores half cover and three-quarters cover, and attacking at long range does not impose disadvantage on the attack roll.
you ignore the target's half cover and three-quarters cover.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Fury of the Storm
Beginning at 5th level, you can attack with your stormbound weapon twice, instead of once, whenever you take the Attack action on your turn.
Additionally, when you use an action to take the Attack action, you can use a bonus action to make one attack with your stormbound weapon. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Deflecting Draft
At 7th level, you are constantly enveloped in flow of mystic energy, which safeguards you from outer harm. As long as you are conscious and not wearing heavy armor, you gain the following benefits:
- When you move, you can move across liquids on your turn without falling until you stop moving.
- All ranged weapon attacks against you are made with disadvantage.
When you take damage, you do not gain the benefits of this feature until the end of your next turn.
Wrath of the Storm
When you reach 11th level, when you use your Fury of the Storm feature, you can make two attacks with your stormbound weapon.
Additionally, when you use an action to cast a ranger spell, you can expend one use of your Fury of the Storm as a bonus action to make one attack with your stormbound weapon.
Stormwalker
At 15th level, as long as you are under the effect of your Deflecting Draft, you gain the following benefits:
- If you are not wearing heavy armor, your walking speed increases by 10 feet, and you are under the effect of the water walk spell.
- When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take no damage on a successful save, and only half damage on a failed save.
When you take damage, you do not gain the benefits of this feature until the end of your next turn.
Wild Stalker Conclave
Rangers of the Wild Stalker Conclave are ferocious combatants, who adopt the primal styles of fights and warmongering. By channeling their mystic energy into primal ferocity, they can stalk and hunt those who have trespassed the protected lands and broken the code.
Unarmored Defense
Starting at 3rd level when you join this conclave, as long as you are not wearing armor, your Armor Class becomes 10 + your Dexterity modifier + your Wisdom modifier.
Rage of the Wild
Also starting at 3rd level, you can channel your mystic energy into primal ferocity. As a bonus action, you can enter a rage. While raging, you gain the following benefits, as long as you are not wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You can treat all hostile creatures that you can see within 30 feet of you as your favored enemies. When you treat a hostile creature as your favored enemy this way, the damage bonus from your Favored Enemy only applies if the attack against it is a melee weapon attack using Strength.
You cannot cast a spell or concentrate on them while raging.
Your rage lasts for 1 minute or until you are knocked unconscious. Your rage ends early if your turn ends and you have not attacked a hostile creature since your last turn or taken since then. You can end your rage on your turn as a bonus action.
At 3rd level, you can enter the rage twice before taking a long rest. You gain an additional use of the rage when you reach 11th level (three times before rest). You regain all expended uses when you finish a long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Predator's Leap
When you reach 7th level, while you are raging and not wearing heavy armor, your walking speed increases by 10 feet.
Additionally, when your favored enemy ends its turn within 15 feet of you, you can use your reaction to move up to half your walking speed to a space closer to the favored enemy. This movement does not provoke opportunity attacks.
Wild Critical
At 11th level, when you score a critical hit against your favored enemy, you can roll one additional weapon damage die and add the result to the damage roll.
While you are raging, you roll two additional damage dice for this feature, instead of one, and add both results to the damage roll.
Tenacious Stalker
Starting at 15th level, if you take damage while raging that would drop you to 0 hit points, you can make a Constitution saving throw. The DC equals 10 or 5 + the damage taken, whichever is higher. On a successful save, you drop to 1 hit point instead.
Credits
Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
Arcane Archer Conclave is an adaptation of the fighter archetype of the same name, first introduced in Unearthed Arcana article and later published in Xanathar's Guide to Everything.
The core feature of the Stormstrider Conclave is inspired by Enhancement Shaman from the videogame World of Warcraft.
Pathfinder Materials. Some subclass concepts and features are inspired by Pathfinder materials:
- Some features of the Stormstrider Conclave is inspired by Stormwalker archetype.
- Wild Stalker Conclave is inspired by the ranger archetype option of the same name.