Nomad Conclave
Endless Travelers
Rangers of the Nomad Conclave are at home on the road, experts of the lands they travel. A nomad never feels right staying in the same place, but likewise have skills in the wilderness few can challenge.
Class Features
Expanded Spell List
- 3rd: Absorb Elements, Chaos Bolt, Alarm, Ice Knife
- 5th: Scorching Ray, Dust Devil, Gust of Wind, Spider Climb
- 9th: Fireball, Melf’s Minute Meteors, Sleet Storm, Tidal Wave
- 13th: Ice Storm, Sickening Radiance, Control Water, Fire Shield
- 17th: Control Winds, Negative Energy Flood, Far Step
Home Turf
Choose one of your favored terrains at the 3rd level. You can no longer be lost within this type of land by magical means, and have advantage on perception or investigation checks within this favored terrain, as it is the type of land you grew up in. You may choose another favored terrain at levels 6 and 15.
Cruising
At the 3rd level, your ability to travel allows you to travel at a fast speed without being reckless in a group.
Blessed by the Land
At the 7th level, your ability to commune with the lands you have learned by heart has the land bless your weapon attacks with energy from said land. You deal an extra d8 of damage in a type dictated by the favored terrain you have whenever you hit with an attack.
- Artic: cold
- Coast: bludgeoning (water)
- Desert: fire
- Forest: piercing (thorns)
- Grassland: radiant (under the sun)
- Mountain: bludgeoning
- Swamp: acid
- Underdark: poison
Adaptability
At the 11th level, you have resistance to the damage associated with your favored terrain while within it. In addition, you always find food any water within your favored terrain.
One with the Land
Your mastery of the land you favor and travel nets you a boon at the 17th level. You gain effects while in the favored terrain detailed below.
- Artic: When you hit an enemy with an attack, you may use a bonus action to force them to make a con save or freeze over, causing their speed to be reduced to 0 until the end of their next turn.
- Coast: You gain a swimming speed equal to your movement speed, and can no longer drown. In addition, you can speak telepathically to coastal creatures.
- Desert: You may use a bonus action to create a whirlwind of sand around you that scorches those who come near. Any within 10ft of you take 2d6 fire damage if they end their turn there or start their turn there.
- Forest: You gain immunity to poison, and can speak with animals at will. Animals no longer are initially hostile to you.
- Grassland: Your movement speed is doubled. Your ranged weapons have improved range of 60ft.
- Mountain: You can fall for double to normal height without taking damage from falling, and have advantage on concentration saves and ability checks to hold onto things.
- Swamp: You cannot be affected by magical effects or abilities of enemies that rely on smell. In addition, you are immune to the effects of fungi.
- Underdark: You are always under the effects of the pass without trace spell, and have darkvision equal to 60ft (extends by this amount if you already have darkvision). For 60ft, you can see through magical darkness.