Ranger Conclave Collection

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Ranger Conclave Collection

Deserteer

A Deserteer specialises in living in the harsh, dry conditions of the desert. These rangers are accustomed to the extreme temperatures of such environments. Moreover, they have learned to emulate the mirages that otherwise serve as the bane of unprepared travellers and intruders.

Deserteer Magic

3rd-level Deserteer feature


You learn an additional spell when you reach certain levels in this class, as shown in the Deserteer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Deserteer Spells
Ranger Level Spell
3rd silent image
5th mirror image
9th wall of sand
13th hallucinatory terrain
17th control winds

Fiery Strike

3rd-level Deserteer feature


You’re able to channel the scorching heat of the desert into your attacks. When you hit a creature with a weapon attack, you can deal an extra 1d4 fire damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Sturdy Constitution

3rd-level Deserteer feature


Adapted to the unforgiving conditions of the desert, you possess a stronger constitution than most. You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).

Acclimated Body

7th-level Deserteer feature


Your body is able to quickly adjust to extreme temperatures at will. During daytime, you have resistance to fire damage. During nighttime, you have resistance to cold damage. If you are in an area without a regular day/night cycle, you choose which damage type you have resistance to at the end of a long rest.

Sand Attack

11th-level Deserteer feature

Your attacks are able to blind creatures temporarily. When you hit a creature with a weapon attack, you can have it succeed on a Constitution saving throw against your spell save DC or have it be blinded until the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Mirage

15th-level Deserteer feature


You’ve mastered the power of desert mirages to thwart your assailants. When you cast mirror image and are forced to make a saving throw against a spell or other magical effect, you can roll a d20 to determine whether the spell or effect instead targets one of your duplicates. If the spell targets a duplicate and requires a saving throw, you make the saving throw for it.

Once you cast in this way, you can’t do so again until you finish a long rest.

Earthbender

The Earthbender possesses a unique affinity with all manner of dirt, soil, dust, and earth. They can manipulate earth to help them survive in rocky environments and use the ground to sense the presence of others. Rangers of this conclave typically find their homes in large deserts, dark caves, and on the sides of mountains.

Earthbender Magic

3rd-level Earthbender feature

You learn the mold earth cantrip if you haven’t already. You also learn an additional spell when you reach certain levels in this class, as shown in the Earthbender Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Earthbender Spells
Ranger Level Spell
3rd earth tremor
5th maximilian's earthen grasp
9th erupting earth
13th stone shape
17th wall of stone

Rock Throw

3rd-level Earthbender feature

You're able to manipulate boulders to fire them at your targets. As a bonus action, you can hurl a rock at a creature you can see. You must be standing on an earthen surface to do so. This rock counts as a thrown weapon (range 30/90 ft.) and does 1d6 bludgeoning damage on a hit. You can choose to use your Strength or Dexterity modifier when making this attack roll. At 11th level, you can hurl two rocks, making a separate attack roll for each one.

Stone Crafter

3rd-level Earthbender feature

You gain proficiency in mason’s tools, and your proficiency bonus is doubled for any ability check you make using them.

Earth Sense

7th-level Earthbender feature

You gain tremorsense out to a range of 10 feet. When using your tremorsense, you can detect the size and approximate weight of the object causing the vibrations. A grounded creature in this range has disadvantage on attempts made to hide from you. At 15th level, your tremorsense extends to 30 feet.

In addition, at 8th level, your Land’s Stride feature extends to grant advantage on saving throws against spells that manipulate earth, mud, and rock, to impede movement, such as the earth tremor spell.

Burrower

11th-level Earthbender feature

Your ability to shape earth allows you to seamlessly move through it. You gain a burrow speed of 20 feet. You can burrow no more than 5 feet from the surface you are on, and can only burrow and unburrow from a natural earthen surface.

Stone Body

15th-level Earthbender feature

You’re able to conjure dirt, rock, and other earthy material onto your body to protect yourself: you know stoneskin. It doesn't count against the number of ranger spells you know. You can cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

If you cast the spell on yourself, you can cast it without a material component. You can also modify the spell so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Hellwalker

You are a Hellwalker, a ranger that is cloaked in the magic of the Lower Planes. How you came to be associated with this magic only you yourself know. Perhaps your great ancestor was of demonic origin, or maybe your bloodline carries a demonic curse. Whatever the reason, the magic is now inextricably bound to you, your own presence forever tied to the hellish beings below.

Hellwalker Magic

3rd-level Hellwalker feature

You learn the fire bolt cantrip if you haven’t already. You also learn an additional spell when you reach certain levels in this class, as shown in the Hellwalker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hellwalker Spells
Ranger Level Spell
3rd hellish rebuke
5th invisibility
9th bestow curse
13th wall of fire
17th immolation

Damning Strike

3rd-level Hellwalker feature

You imbue your strikes with the neverending flames of the Lower Planes. When you first hit a creature with a weapon attack on your turn, you can force it to succeed on a Constitution saving throw against your spell save DC or have it be marked. While a creature is marked in this way, it takes 1d6 fire damage at the start of each of its turns for 1 minute. A creature can only be affected by one instance of this feature at a time.

At the end of each of its turns, the creature can repeat this saving throw, ending the effect on a success.

Cursed Tongue

3rd-level Hellwalker feature

Your fiendish affinity allows you to comprehend the language of the Lower Planes. You can speak, read and write Abyssal and Infernal.

Burning Constitution

7th-level Hellwalker feature

Your body has been thoroughly bathed in the scorching heat of the Lower Planes. You gain resistance to fire damage. If you already have resistance to this damage type, you can instead choose from the following: cold, necrotic, or poison.

Mark of the Damned

11th-level Hellwalker feature

You’re able to use your hellish power to brand a creature. As a bonus action, you can choose a creature that has been marked by your Damning Strike feature. While marked, the chosen creature suffers from the following effects:

  • It takes 1d8 fire damage at the start of its turns instead of 1d6.
  • It becomes frightened of you.
  • It loses resistance against your attacks that deal fire damage.
  • You have advantage on saving throws against spells and other magical effects made by it.

You can only have one creature affected by this feature at a time.

Fiendish Spawn

15th-level Hellwalker feature

Your hellish magic has granted you limited command over the damned creatures that inhabit the Lower Planes. You can cast summon fiend as a 6th-level spell without expending a spell slot or material components. When you cast in this way, the spell’s duration becomes 1 minute.

Once you use this feature, you can’t do so again until the end of a long rest.

Lightbearer

The Lightbearer is a ranger that has been blessed by an inhabitant of the Upper Planes. These rangers, known for their good deeds toward nature and pious acts to all races, will have caught the attention of the deities that live in such realms. The sighting of a Lightbearer is considered to be an auspicious event by the good, and a fearful one by ne'er-do-wells.

Lightbearer Magic

3rd-level Lightbearer feature

You learn the light cantrip if you haven’t already. You also learn an additional spell when you reach certain levels in this class, as shown in the Lightbearer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Lightbearer Spells
Ranger Level Spell
3rd bless
5th zone of truth
9th blinding smite
13th guardian of faith
17th dawn

Blessed Warrior

3rd-level Lightbearer feature

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes radiant damage, and the creature takes an extra 1d8 radiant damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Lifebringer

3rd-level Lightbearer feature

The holy blessings afforded to you allow you to heal wounds. You have a pool of hit points equal to five times your ranger level. This pool replenishes at the end of a long rest.

As an action, you can choose any number of creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Blessed Glow

7th-level Lightbearer feature

You have the ability to conjure holy light. When you cast light, you can force each creature of your choice within a 20-foot radius of the light source to succeed on a Constitution saving throw against your spell save DC or be blinded for up to 1 minute. An undead or fiend automatically fails this saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Angelic Form

11th-level Lightbearer feature

You're able to briefly transform into a holy form. As an action, for up to 1 minute, you can give yourself a flying speed of 30 feet, and your attacks also count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks. Additionally, you gain a number of temporary hit points equal to your ranger level, which disappear when you exit this form. This form ends early if you fall unconscious or you dismiss it as a bonus action.

Once you use this feature, you can't do so again until you finish a long rest.

Warding Light

15th-level Lightbearer feature

You can use your holy light to temporarily blind assailants. When a creature within 60 feet of you that you can see makes an attack roll against a target and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Marsh Dweller

A Marsh Dweller lives in the depths of dank wetlands and lightless swamps, where difficult terrain, low visibility, and a host of vicious creatures await. These rangers stalk these murky environments hunting those with malicious intent. Green hags, trolls, and catoblepas are some of the monsters a Marsh Dweller is tasked with eliminating.

Marsh Dweller Magic

3rd-level Marsh Dweller feature

You learn the thorn whip cantrip if you haven’t already. You also learn an additional spell when you reach certain levels in this class, as shown in the Marsh Dweller Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Marsh Dweller Spells
Ranger Level Spell
3rd witch bolt
5th melf's acid arrow
9th stinking cloud
13th control water
17th cloudkill

Murky Assailant

3rd-level Marsh Dweller feature

Your time fighting in the darkness of the swamps allow you to catch your quarry unawares. At the start of your first turn of each combat, you gain a bonus to your attack rolls and damage rolls equal to your Wisdom modifier (minimum of +1).

Swamp Cover

3rd-level Marsh Dweller feature

You are adept at using the dark depths of the waters to hide yourself from view. You gain a swim speed of 30 feet.

In addition, while your body is partially submerged in a body of water, you can use a bonus action to turn invisible to anyone trying to view you from above the water’s surface.

Tripping Vines

7th-level Marsh Dweller feature

You can call upon the vines of the swamp to impede your foe's movement. When a creature you can see moves more than 5 feet from its original position, you can use your reaction to have the target make a Dexterity saving throw against your spell save DC. On a failed save, the target falls prone and is restrained until the start of its next turn. On a successful save, the target falls prone.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Muddy Strike

11th-level Marsh Dweller feature

You’re able to impede the movement of your foes with your strikes. When you hit a creature with a weapon attack, you deal an extra 1d4 damage of the weapon’s damage type and the creature’s movement speed is reduced by 5 feet.

Boggy Terrain

15th-level Marsh Dweller feature

You can magically change your immediate surroundings to those of the muddy marshes. As a bonus action, you can turn the ground in a 30-foot radius centred on yourself into difficult terrain that lasts until the start of your next turn. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed a Strength saving throw against your spell save DC or have disadvantage on attack rolls until the end of the turn. You can choose any number of creatures to be unaffected by this terrain.

Naturalist

The Naturalist studies the natural world just as much as they live in it, equal parts academic and preservationist. They help protect ecosystems and the creatures that dwell in them from all manner of threats. Rangers of this conclave often work together with druids in their quest to protect the beauty of the natural wilderness.

Naturalist Magic

3rd-level Naturalist feature

You learn the druidcraft cantrip if you haven’t already. You also learn an additional spell when you reach certain levels in this class, as shown in the Naturalist Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Naturalist Spells
Ranger Level Spell
3rd sanctuary
5th continual flame
9th create food and water
13th find greater steed
17th awaken

Herbal Brewer

3rd-level Naturalist feature

Your time spent studying and living in nature has made you an expert in using nature to heal others. You gain proficiency in the herbalism kit if you haven’t already. You also gain proficiency in one of the following skills: Medicine, Nature, or Survival,

In addition, once a day, as part of a short or long rest, you can spend 1 hour foraging and use your herbalism kit to create a potion of healing. You can create a number of these potions equal to your proficiency bonus, which last until the end of your next long rest. When you reach 9th level in this class, you can expend three uses of this feature to create a potion of superior healing.

Wildlife Whisperer

3rd-level Naturalist feature

You have the ability to communicate with creatures of the natural world. As an action, you can choose a beast or plant creature you can see within 30 feet of you. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for up to 1 hour or until you or your companions do anything harmful to it. You can dismiss the effect early as a bonus action.

While the creature is charmed in this way, it regards you as a friendly companion and you gain the ability to comprehend and telepathically communicate with each other. When this effect ends, the creature knows it was charmed by you.

Once you use this feature, you can't use it again until you finish a short or long rest.

Nature's Recovery

7th-level Naturalist feature

You can restore magical energy by communing with nature. During a short rest in a natural environment, you choose yours or an ally’s expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one third your ranger level, and none of the slots can be 4th level or higher. You can't use this feature again until you finish a long rest.

Bestial Connection

11th-level Naturalist feature

You can call upon the animals of nature to aid you: you know summon beast. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Nature's Concoction

15th-level Naturalist feature

The herbal potions you create have increased efficacy. When you create a potion of healing with your Herbal Brewer feature, you can choose from the following damage types: acid, cold, fire, lightning, thunder. A creature that ingests the potion gains resistance to the chosen damage type for 1 hour.

Toxicologist

Rangers use all sorts of tools and techniques at their disposal in order to hunt and trap their quarry. The Toxicologist is a master of poisons, equipped with numerous concoctions that each inflict different side effects to suit the type of situation the ranger would find themselves in.

Toxicologist Magic

3rd-level Toxicologist feature

You learn the poison spray cantrip if you haven’t already. You also learn an additional spell when you reach certain levels in this class, as shown in the Toxicologist Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Toxicologist Spells
Ranger Level Spell
3rd tasha's caustic brew
5th blindness/deafness
9th stinking cloud
13th vitriolic sphere
17th contagion

Poisoner's Arsenal

3rd-level Toxicologist feature

Your poisons are your main weapon against your quarry. You gain proficiency in the poisoner’s kit.

In addition, once a day, as part of a short or long rest, you can spend 1 hour using a poisoner’s kit to create a number of doses of poison equal to half your proficiency bonus, which lasts for a number of days equal to your ranger level. You choose the effects of the poison from the Poison Effects table. A creature immune to the poisoned condition is unaffected by your poisons.

You can also apply poisons onto a weapon or piece of ammunition as a bonus action rather than an action, at which point they retain their potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw against your spell save DC or suffer from the poison’s effects.

Potent Brew

3rd-level Toxicologist feature

Your poisons are so effective that they can affect creatures that would otherwise be unaffected. Once on your turn, when you hit a creature with a weapon or piece of ammunition coated with poison, you can nullify the target’s resistance
and immunity to poison damage as well as its immunity to the poisoned condition for that instance of the attack only.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the
end of a long rest.

Poison Tolerance

7th-level Toxicologist feature

Your dabbling in poisons has made it so they pose little risk to you. You gain resistance to poison damage and immunity to the poisoned condition. If you already have resistance to this damage type, you can instead choose from the following: acid, cold, or necrotic.

Lethal Dosage

11th-level Toxicologist feature

Your poisons are even deadlier. When a creature has to make a saving throw against a poison made from your Poisoner’s Arsenal feature, you can have it roll with disadvantage. You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses when you finish a long rest.

In addition, the poisons you make from your Poisoner’s Arsenal feature can deal 2d6 poison damage on a failed save, and half as much damage on a successful one. A creature takes this damage before the effects of the poison are applied.

Stink Bomb

15th-level Toxicologist feature

You can deploy foul-smelling smoke to cover your escape or distract foes. You can cast stinking cloud without expending a spell slot or material components. When you do, the spell lasts until the start of your next turn, and each creature completely in the cloud automatically fails its saving throw unless it doesn’t need to breathe or is immune to poison.

Once you cast in this way, you can’t do so again until the end of a short or long rest.

Poison Effects
Poison Type Effect
Fey Aphrodisiac The creature is charmed by you for 1 hour. While charmed in this way, the target is infatuated with you and will attempt to follow your demands as best it can, although it will avoid violence unless it was already inclined to fight on your behalf. The effect ends early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
Muscle Relaxant The creature’s movement speed is halved, it has disadvantage on Strength saving throws, and it deals half damage with weapon attacks that use Strength until the end of its next turn.
Neurotoxin The creature is stunned until the end of its next turn. When stunned in this way, it has a movement speed of 0.
Sight Stealer The creature is blinded for 1 minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.
Tranquilizer The creature falls unconscious and is asleep for 1 hour. It wakes if it takes any damage or if someone else uses an action to shake the creature awake.
Undead Blood The creature takes 1d6 necrotic damage and has its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Venom The creature takes 1d12 acid damage and is poisoned for 1 minute on a failed save, and takes half damage and isn’t poisoned on a successful one. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.

Tracker

The Tracker hones and perfects their ability to stalk their quarry no matter where they may be. Anyone unfortunate to be in its sights will find it almost impossible to hide from. A Tracker leaves no stone unturned and no lead unexplored as they relentlessly and unendingly pursue their target.

Tracker Magic

3rd-level Tracker feature

You learn an additional spell when you reach certain levels in this class, as shown in the Tracker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Tracker Spells
Ranger Level Spell
3rd identify
5th detect thoughts
9th clairvoyance
13th greater invisibility
17th scrying

Tracking Instincts

3rd-level Tracker feature

You’ve learned to trust your instincts when tracking your quarry. You learn hunter’s mark if you don’t already know it, and it doesn’t count against the number of ranger spells you know. When you cast this spell, you can choose to also have advantage on Intelligence (History) checks to recall information about the target, advantage on Dexterity (Stealth) checks to hide from it, and advantage on Wisdom (Insight) checks to determine its intentions.

You can cast in this way a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Bonus Proficiency

3rd-level Tracker feature

You gain proficiency in one skill of your choice. Alternatively, you learn one language of your choice.

Eyes of the Hunter

7th-level Tracker feature

You have developed heightened senses in order to tail your quarry. You have advantage on ability checks and saving throws made to determine an illusion. You also have advantage on saving throws against being blinded or deafened.

Predator's Composure

11th-level Tracker feature

You possess an unflinching nature in the face of your quarry. When you make an attack roll or damage roll against a creature affected by your casting of hunter’s mark, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

In addition, you’re immune to being charmed or frightened by this creature, and it can’t make opportunity attacks against you.

Expert Locator

15th-level Tracker feature

You’re able to sense the unique presence of your quarry. You can cast locate object and locate creature without expending a spell slot. When you cast in this way, there is no limit to how far you can sense the target and it isn’t impeded by any physical obstacles. You can’t locate the target if it is in a different plane of existence, in a different form, or if you have never seen it up close before.

Once you cast either spell with this feature, you can’t cast the spell with it again until the end of a long rest.

Trapper

The Trapper is a ranger that specialises in cornering its quarry into carefully laid traps. Many rangers in this conclave avoid direct combat, preferring instead to let their own contraptions weaken or incapacitate their targets before moving in for the safe, final blow.

Trapper Magic

3rd-level Trapper feature

You learn an additional spell when you reach certain levels in this class, as shown in the Trapper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Trapper Spells
Ranger Level Spell
3rd grease
5th arcane lock
9th glyph of warding
13th otulike's resilient sphere
17th hold monster

Construct Traps

3rd-level Trapper feature

You possess the know-how needed to create traps on the battlefield. You gain proficiency in thieves’ tools. You can also spend 30 minutes creating one of the following traps using thieves’ tools, which can be done during a short or long rest: bear trap, crossbow trap, net trap, pit trap, or poison needle trap (see the “Traps Revisited” section of chapter 2 of Xanathar’s Guide to Everything for information on these traps). You must have the materials needed to craft the required trap, as determined by your DM.

If the trap has an attack modifier, use your own weapon attack modifier. If the trap has a DC for an ability check or saving throw, use your own spell save DC. When a trap you make deals damage, it gains a bonus to the damage roll
equal to your Wisdom modifier (minimum of +1).

Bonus Proficiency

3rd-level Trapper feature

You gain proficiency in the poisoner’s kit.

Trap Finder

7th-level Trapper feature

You can sense the presence of other traps.
You know find traps and it doesn't count against
the number of ranger spells you know. When
you cast this spell, you learn the location of
each trap within range.

Deadly Contraptions

11th-level Trapper feature

You’re able to create traps that are even more lethal. Traps you make that deal damage use an additional damage dice, and their attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks. Creatures also have disadvantage on ability checks made to find your traps.

In addition, when you cast a spell that deals damage and requires a trigger from a creature to activate, such as the cordon of arrows or glyph of warding spell, the target has disadvantage on the saving throw. You can cast in this way a number of times equal to your Wisdom modifier (minimum of once) and regain spent uses at the end of a long rest.

Deterrent

15th-level Trapper feature

Your traps are able to dissuade intruders from approaching you. When a creature triggers your trap and is hit or fails its saving throw, it must make its next attack with disadvantage and you can make your next weapon attack against it with advantage.

Hunter Revisited

The Hunter serves as a protector of both the wilderness and civilization. They attempt to keep the peace, ensuring hostilities don't arise between the two different settlements.
A Hunter is equipped to handle threats from both sides, from poachers and polluters to hostile beasts and malevolent forest spirits.

Hunter Magic

3rd-level Hunter feature

You learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter Spells
Ranger Level Spell
3rd command
5th hold person
9th counterspell
13th charm monster
17th banishing smite

Hunting Spirit

3rd-level Hunter feature

You've trained to ensure no one escapes your ire. Once at the start of your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn.

You can use this feature a number of times equal to half your proficiency bonus and regain spent uses at the end of a long rest.

Hobbyist Craftsman

3rd-level Hunter feature

You gain proficiency in one artisan's tools of your choice.

Persistent Tenacity

7th-level Hunter feature

Your training has made you resilient in the face of overwhelming odds. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Extra Attack Improvement

11th-level Hunter feature

You can attack three times whenever you take the Attack action on your turn.

Veteran Experience

15th-level Hunter feature

Your experience has proven invaluable in keeping you safe from harm. You gain a bonus to all your saving throws and contested ability checks equal to your Wisdom modifier (minimum of +1).

Spell Descriptions

The spells in this collection are presented in alphabetical order, separated by spell level.

1st level

Dowsing

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You learn the direction and distance to the location of the nearest body of water within 5 miles, if any are present. This spell doesn’t reveal the type of body of water (eg. whether it is a river, lake, or ocean) or its condition (eg. if it is polluted).

Classes: Druid, Ranger

Exploding Projectile

1st-level transmutation


  • Casting Time: 1 reaction, which you take when you see a missed ranged weapon attack within 60 feet of you
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

This spell causes the weapon's nonmagical ammunition, or the nonmagical weapon itself if it's a thrown weapon, to explode into shrapnel. Each creature in a 10-foot-radius sphere centred on a point 5 feet of the original target must make a Dexterity saving throw. On a failed save, the creature takes 1d4 piercing damage.

The piece of weapon or ammunition is then destroyed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 5 feet for each slot level above 1st.

Classes: Artificer, Bard, Ranger, Wizard

Photosynthesis

1st-level transmutation


  • Casting Time: 1 hour
  • Range: Self
  • Components: S, M (a sunflower)
  • Duration: 24 hours

This spell allows you to gain nourishment directly from the sun. When you cast this spell, you must be under sunlight for it to work. When you do, you no longer need to eat, drink, or breathe for the duration. If you stay under dim light or darkness for 5 minutes, the spell ends.

Classes: Druid, Ranger, Sorcerer, Wizard

Tethered Weapon

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a thrown weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 hour

You magically tether a nonmagical thrown weapon to yourself for the duration of the spell. After you make a ranged attack with the thrown weapon, you can immediately recall it to your hand afterward. The weapon also can’t be disarmed from you. Additionally, when you use the weapon to make a ranged attack beyond its normal range, you don’t make the attack roll with disadvantage.

Classes: Ranger

Quicksand

1st-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You transform part of the ground in a 30-foot square into muddy quicksand. For the duration, the ground becomes unstable and turns into difficult terrain.

When a creature travels 10 feet in the quicksand, it must succeed on a Strength check against your spell save DC or become restrained. A creature restrained in this way can use its action to pull itself free of the mud.

When the spell ends, the ground reverts into its previous state.

Classes: Artificer, Druid, Ranger


2nd level

Quarry's Step

2nd-level conjuration


  • Casting Time: 1 reaction, which you take when you hit a creature with a ranged weapon attack
  • Range: Self (a number of feet up to the long range of the ranged weapon)
  • Components: V
  • Duration: Instantaneous

You magically set a creature as a destination for yourself. Immediately after you hit a creature with a ranged weapon attack, you teleport within 5 feet of it.

Classes: Ranger

Summon Plant

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (an fern, a poisonous mushroom, and a lotus flower inside a gilded pestle worth at least 200 gp)
  • Duration: Concentration, up to 1 hour

You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a plant type: Aquatic, Fungal, or Verdant. The creature resembles a sentient plant of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

Classes: Druid, Ranger


Plant Spirit

Small plant


  • Armor Class 11 + the level of the spell (natural armour)
  • Hit Points 25 (Aquatic or Fungal only) or 30 (Verdant only) + 5 for each spell level above 2nd
  • Speed 30ft., swim 30ft. (Aquatic only)

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

  • Damage Resistances fire (Aquatic only); poison (Fungal only)
  • Condition Immunities blind, deafened; poisoned (Fungal only)
  • Senses blindsight 60ft. (blind beyond this radius), passive Perception 12
  • Languages understands the languages you speak

Amphibious (Aquatic Only). The plant can breathe air and water.

False Appearance. While the plant remains motionless, it is indistinguishable from the plant of its type.

Tree Stride (Verdant Only). Once on each of its turns, the plant can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Multiattack. The plant makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage

Poison Spores (Fungal Only). The plant releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on itself. Each creature in the space must succeed a Constitution saving throw against your spell save DC or become poisoned until the end of its next turn. The spores have no effect on undead or constructs.

Water Whip

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You create a long tendril of water that can lash out at a creature within range. Make a melee spell attack against the target. If the attack hits, the creature takes 2d8 cold damage. You can then choose from one of the following effects:

Blind. The water magically darkens and becomes dense as it surrounds itself to cover the creature’s eyes, if it has them. The creature must succeed on a Dexterity saving throw or become blinded until the end of its next turn.

Freeze. The water moves to bind itself around the target as it rapidly freezes solid. The creature must succeed on a Strength saving throw or be restrained until the end of its next turn.

Pollute. The water seeps through the creature's pores to toxify its body. The creature must succeed on a Constitution saving throw or be poisoned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Classes: Druid, Ranger, Wizard

Wind Blade

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You gather spiraling winds around you to create a blade of solid wind in your hand. This magic sword is invisible and lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d6 thunder damage on a hit and has the finesse, light, and thrown properties (range 30/120 ft.).

If you drop the weapon or throw it, it vanishes at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Classes: Druid, Ranger, Sorcerer

3rd level

Freezing Arrow

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a small ice cube)
  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into an icicle spear. Make the attack roll as normal. The target takes 4d6 cold damage on a hit and has its movement speed reduced by 10 feet, or half as much damage and doesn’t have its movement speed reduced on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d6 cold damage on a failed save and has its movement speed reduced by 10 feet, or half as much damage and doesn’t have its speed reduced on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d6 for each slot level above 3rd.

Classes: Ranger

Gale Boomerang

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self (a straight line as long as the normal range of the thrown weapon)
  • Components: V, S, M (a thrown weapon worth at least 1 sp)
  • Duration: Instantaneous

You imbue a nonmagical weapon with the power of strong, gusting winds as you throw it. Each creature in the path of the weapon must make a Dexterity saving throw. On a failed save, a creature takes 4d8 thunder damage instead of the weapon’s normal damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

The weapon then returns to you in its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d8 for each slot level above 3rd.

Classes: Ranger

Wall of Shrubs

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a stem from a shrub)
  • Duration: Concentration, up to 10 minutes

You create a wall of dense shrubbery at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall vanishes when the spell ends. The wall blocks line of sight, and its space is difficult terrain.

This wall is flammable. If it is hit with an attack or spell that deals fire damage, that section of the wall catches on fire. At the start of each new round, the fire spreads 5 feet in all cardinal directions along the wall. A creature that enters a burning section of the wall for the first time or ends its turn there takes 1d6 fire damage. If the flames are doused, the charred sections of the wall no longer block line of sight and its space is no longer difficult terrain.

Classes: Druid, Ranger

Wild Form

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a drop of blood from a beast)
  • Duration: Concentration, up to 10 minutes

You can transform into a humanoid hybrid of a beast of your choice. Choose one of the forms below, which grants you certain benefits until the spell ends.

Bat. You have advantage on Wisdom (Perception) checks that rely on hearing. Additionally, you can make an unarmed strike with your elongated fangs as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You also regain a number of hit points equal to half the damage dealt.

Bear. You have advantage on ability checks using Strength checks, as well as on Wisdom (Perception) checks that rely on smell. You also possess a tough exterior hide, which grants you temporary hit points equal to 1d10 + your Constitution modifier.

Frog. You have a long jump of 20 feet and a high jump of 10 feet with or without a running start. Additionally, when a creature hits you with a melee weapon attack, you can use your reaction to have it succeed on a Constitution saving throw or have it be poisoned until the end of its next turn.

Lizard. You gain a climbing speed of 30 feet. Additionally, you grow a lashing tail, which you can use to make an unarmed strike and has the reach property. If you hit with your tail, you can deal bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.

Tiger. Your movement speed increases by 10 feet, and you can move up to 10 feet without provoking opportunity attacks as a reaction when a creature ends its turn within 5 feet of you. Additionally, you can make an unarmed strike with your claws as a bonus action. If you hit with your claws, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Wolf. You gain advantage on Wisdom (Perception) checks that rely on smell. You also have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Additionally, when a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to make a melee weapon attack against the attacking creature.

Classes: Ranger, Warlock

4th level

Malignant Cloud

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of misty fog centred on a point within range. The cloud spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, it projects a phantasmal image of a creature's worst fears. Each creature in the cloud must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration. While frightened by this spell, the creature has a speed of 0. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or starts its turn there. The spell ends for an affected creature if it takes any damage or moves outside the mist.

Classes: Ranger, Sorcerer, Warlock, Wizard

Rabidness

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to spike the minds of beasts with a surge of adrenaline to flood their fight or flight response. Each beast in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or be frightened of you until the spell ends.

While a beast is frightened in this way, it must roll a d4 at the start of each of its turns. On an odd number, the beast must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move, in which case it takes the Dodge action. On an even number, the beast must approach the closest beast creature within its reach and make the maximum number of attacks it can against the target.

If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Classes: Druid, Ranger, Warlock, Wizard

Sap

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Gooey sap leaks out from the ground in a 20-foot-square starting from a point within range. Until the spell ends, you can use an action to make the sap gooey or solid. The sap always appears gooey when you first cast this spell.

Gooey. The ground in the spell’s area becomes difficult terrain. Creatures restrained or incapacitated by the sap when it was solid no longer suffer from these conditions. A creature in the area attempting to exit from prone must make a Strength check against your spell save DC. On a failed save, it uses its full movement to exit from prone.

Solid. When the sap first turns solid, each creature in the area must succeed on a Strength saving throw, with disadvantage if it is prone, or be restrained. A creature that fails its saving throw while prone is also incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, the area is no longer difficult terrain.

Classes: Druid, Ranger, Wizard


5th level

Amber

5th-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a vial of sap from a treant worth 500 gp, which the spell consumes)
  • Duration: 24 hours

You touch a creature for the duration of the casting time and perform this spell, encasing it in hardening sap. The creature becomes petrified for the spell’s duration. While petrified by this spell, rather than its own body turning into a solid inanimate substance, the creature is encased in an unbreakable yellow-gold amber substance that covers its entire body, alongside any object it is wearing or carrying. Additionally, it is immune to all damage.

At the end of the spell’s duration, the amber substance breaks apart and the creature is no longer petrified, but falls prone. Having its entire body in natural stasis for a long period of time puts it in a state of lethargy. The creature takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the creature finishes a long rest, the penalty is reduced by 1 until it disappears.

Classes: Druid, Ranger

Sinkhole

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You choose a 15-foot-radius area on the ground within range. This ground disappears, creating a 15-foot-radius, 20-foot-deep cylindrical pit. This hole creates no instability in nearby structures.

Each creature in the area must make a Dexterity saving throw. On a failed save, the creature falls into the pit, taking 2d6 bludgeoning damage from falling, and falls prone. On a successful save, the creature can use its reaction to move up to its movement speed so that it is clear of the pit.

Classes: Artificer, Ranger, Wizard

Swift Thrower

5th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a thrown weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute

You trace the physical shape of the weapon used in the casting such that a replica materializes into existence whenever you throw it.

On each of your turns until the spell ends, when you use the weapon to make a ranged attack, you gain a +2 bonus to the attack roll. You can also use a bonus action to make two attacks with the thrown weapon. Each time you use the weapon to make a ranged attack, a nonmagical copy of the weapon appears in your hand, magically replacing the one you threw.

Any copies of the thrown weapon created by this spell disintegrate when the spell ends, and the original weapon you used in the casting reappears in your hand.

Classes: Ranger

Zephyr Flurry

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the casting, moving like the wind to make quick successive strikes. Your movement speed increases by 30 feet and doesn’t provoke opportunity attacks until the end of your current turn. In addition, you can attack up to five times when you take the Attack action on your turn. You can expend one of these attacks to grant advantage your next weapon attack, up to a maximum of two times.

Classes: Ranger

Ranger Conclave

Collection

Made by /u/Stuffies_12 (#Stuffies12#7807). Created in GM Binder. Special thanks to x_grimsky, Sniffledrop, and /u/SladeRamsay for their feedback. If you like my work, check out my GM Binder profile here!

Front and back cover page by Astri Lohne. Page backgrounds by Jared Ondricek.

Deserteer - Dune by Logan Feliciano
Earthbender - Strongest Bender by Hammling
Hellwalker - Arathir by Anna Kazantseva
Lightbearer - 3 by ling lin
Marsh Dweller - Tracker by Chimera1993
Naturalist - Falconer by Jayjiwoo Park
Toxicologist - Aurayas - My Yuan-ti Pureblood Arcane archer by /u/rezzgy and Alchemy lab by jonbonnard512
Tracker - Commission - Tabaxi by Annie Doyon Trapper - Warfront Disenchanter by Wisnu Tan
Hunter Revisited - Borderland Ranger by Jesper Ejsing

Spells (in order of appearance):
Basidia by BryanSyme for WoTC's Out of the Abyss
Rift by /u/DRAWINGJJJJJJ
A Gift for the King by Joshua Esmeralda and Bladesinger by Mike Pape.

Disclaimer

“Ranger Conclave Collection" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.