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## Uncommon Conclaves At 3rd level, a ranger gains the Ranger Archetype feature. Here is a playtest option for that feature: the Cryptid Keeper. ### {Conclave} Conclave Rangers who adopt this conclave embrace the weirdness of the world, the deep caverns, and the strange reaches beyond civilization. Instead of seeking to destroy the monsters that inhabit their lands, these rangers seek to learn from these creatures, and protect them from those that don't understand their strange beauty. ##### {Conclave} Features | Ranger Level | Feature | |:---:|:-----------| | 3rd | {Conclave} Magic, Monstrous Evolution,
Familiar Cryptid | | 7th | Monstrous Mind | | 11th | A Monstrous Strength | | 15th | Survival of the Fittest | ___ #### {Conclave} Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the {conclave} Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### {Conclave} Spells | Ranger Level | Spell | |:---:|:-----------| | 3rd | *expeditious retreat* | | 5th | *alter self* | | 9th | *fear* | | 13th | *polymorph* | | 17th | *hold monster* | ___ #### Monstrous Evolution When you join this conclave at 3rd level, your initiation into the conclave is often begun by a mysterious event. This event may involve imbibing an alchemical substance, summoning a powerful fey or aberrant entity, or an occult ritual. By joining this conclave, your physical form is irrevocably changed. You choose two of the evolutionary abilities described in this feature to represent this initiation. ***Amphibian.*** You gain a swimming speed equal to your movement speed, and you can breathe underwater. ***Arachnid.*** You gain a climbing speed equal to your movement speed, and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings. ***Beast Speech.*** You are always under the effects of the spell *speak with animals*, but you can only communicate with monstrosities. ***Crepuscular.*** You can see in darkness up to 30 feet as if it were dim light, and in dim light as if it were bright light with no maximum range. ***Firebug.*** You learn the *dancing lights* cantrip, and you can cast it without any verbal, somatic, or material components. ***Inner Hive.*** You learn the *infestation* cantrip (*Xanathar's Guide to Everything* ) , and you can cast it without any verbal, somatic, or material components. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Resilient Hide.*** While you are not wearing armor, your Armor Class equals 12 + your Dexterity modifier + your Constitution modifier. ***Stinger.*** You learn the *primal savagery* cantrip (*Xanathar's Guide to Everything* ) , and you can cast it without a somatic component. Your melee attack with this cantrip can cause poison damage instead of acid damage. If you choose to cause poison damage, the target of your attack must also succeed against a Constitution saving throw or be poisoned until the end of your next turn. #### Familiar Cryptid When you choose this conclave at 3rd level, you learn the spell *find familiar* spell, and can cast it as a ritual. In addition, when you conjure a creature with this spell, it gains an ability from the Monstrous Evolution feature (though it can't attack) . At 15th level, your familiar gains two options from any conclave feature that grants an evolutionary ability. #### Monstrous Mind At 7th level, you gain proficiency in either Intelligence or Wisdom saving throws (your choice) . In addition, you manifest another ability from your Monstrous Evolution feature. #### A Monstrous Strength Starting at 11th level, the first time you cause damage with a weapon attack or an unarmed strike on your turn, you may add 1d8 to the damage roll. In addition, you manifest another ability from your Monstrous Evolution feature, or an evolutionary ability described below. ***Antivenom.*** You gain resistance to poison damage, and have advantage against being poisoned. ***Burrow.*** You gain a burrowing speed equal to half your movement speed. ***Hideous Strength.*** You gain a +2 bonus to your Strength checks and Strength saving throws. #### Survival of the Fittest At 15th level, you manifest another ability from your Monstrous Evolution or A Monstrous Strength features, or an evolutionary ability described below. In addition, whenever a creature moves within 5 feet of you, you can use your reaction make a single melee weapon attack against that creature, and then move up to half your speed without provoking attacks of opportunity. If you have the ability, you can fly, climb, swim, or burrow as a part of this movement. If you choose to burrow, you can only move up to 10 feet. ***Heightened Reflexes.*** You gain a +2 bonus to your Dexterity checks and Dexterity saving throws. ***Long-limbed.*** When you make a melee attack on your turn, your reach for it is extended by 5 feet. ***Wings.*** You gain a flying speed equal to your speed.