Ranger Conclave Capstone Abilities 2
With your DM's approval you can exchange your level 20 Foe Slayer feature with another Ranger Capstone ability that is unique to the Ranger Conclave you have chosen.
Beast Master
Beast of Myth
At 20th level your beastly companion has a become a veritable spirit of nature rather than a simple animal. Your beast gains the following benefits:
- Your beast has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- When your beast companion is charmed, frightened, or under the effects of a spell, you can use your action to end one effect on it provided you can see your beast companion.
- Your beast can use it's reaction to teleport within 5 feet of you and make one attack. It can use this reaction at the end of it's turn or when you are attacked.
- You can cast the following spells on your beast at will, without expending a spell slot or requiring concentration: Beast Bond, Beast Sense, Locate Animals and Plants and Speak with Animals.
Gloom Stalker
Killer in the Shadows
At 20th level, you learn how to creep through the shadows stalking your prey while remaining unseen. You gain the following benefits:
- You gain a blindsight with a range equal to your darkvision radius.
- When you are in an area of dim light or darkness, you can use your bonus action to become invisible until the start of your next turn. When you do so, you have advantage on the first weapon attack you make before the end of the turn.
- When you are in an area of dim light or darkness, you can use your bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. When you do so, you have advantage on the first weapon attack you make before the end of the turn.
- Once per turn, when you make a weapon attack you can force the target to make a constitution saving throw. On a failed save the target takes 10 points necrotic damage is blinded, deafened and has it's movement speed reduced by half. On a successful save the target takes 5 points necrotic damage and is otherwise unaffected.
Horizon Walker
Teleportation Mastery
At 20th level, all of time and space are your's to control and change at your discretion. You gain the following benefits:
- You can use your Detect Portal feature a number of times equal to your wisdom modifier and it's range is doubled.
- When you mark a creature with Planar Warrior you can teleport within ten feet of them and make one weapon attack towards them as part of the same action.
- You can add any teleportation type spell of fifth level or lower to your Ranger spell list.
- You learn the Teleport spell. You can cast Teleport as an action once without expending a spell slot and you can not do so again until you finish a long rest.
- The teleportation range for your distant strike is now 30 feet.
Hunter
Signature Strike
At 20th level, you learn to emulate the strategies of different types of warriors and make them your own. Choose one of the following features:
Hunter's Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can activate your action surge. When you do so you gain the following benefits:
- Your movement speed is doubled until the start of your next turn.
- You can take another action and bonus action on your turn.
- You can take an additional reaction before the start of your next turn.
Once you use this feature, you must finish a short or long rest before you can use it again.
Hunter's Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks as well, as Strength and Dexterity saving throws.
- When you make a weapon attack using Strength, you gain a bonus to the damage roll equal to your wisdom modifier.
- You have resistance to bludgeoning, piercing, and slashing damage.
- When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Hunter's Smite. When you hit a creature with a weapon attack, you can expend one spell slot to deal either Acid, Cold, Fire, Lightning, Poison, or Thunder damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a favored enemy, to a maximum of 6d8. You regain hitpoints equal to half the damage dealt by your Smite.
Hunter's Sneak Attack Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll or if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll.
Hunter's Wild Shape. You can use your bonus action to magically assume the shape of a beast that you have seen before that has a challenge rating of 3 or lower. You can stay in a beast shape for 1 hour and afterwards revert to your normal form. 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 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. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- 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, based on the creature’s shape and size. Your equipment doesn’t 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.
- While you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
- You can cast many of your ranger spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.
- Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Once you use this feature, you must finish a short or long rest before you can use it again.
Monster Slayer
Legend Slayer
At 20th level, you are considered a master hunter and your skill at felling even the most formidable of creatures is now legendary. You gain the following benefits:
- When you make a weapon attack against a creature you can see, you can automatically target it with your hunter's sense feature.
- Your Slayer's Prey feature now deals 2d6 extra weapon damage and your supernatural defense feature now let's you add 2d6 to your saving throw or ability check.
- The target of your Slayer's Prey feature has disadvantage on their charisma, intelligence, and wisdom saving throws you impose on them.
Bonus Option.
Replaces Foe hunter Capstone ability for all rangers.
Supreme Focus.
At 20th level, your wisdom and tactical forethought are unparalleled. Once on each of your turns, you can add your Wisdom modifier to any attack roll, damage roll, ability check, or saving throw you make.