Fireman's Conclave
Deep in the elvish forests a stray strike of lightning ignites the dry leaf litter starting a ferocious wildfire. The villagers are not quick enough to escape the blaze as it tears through their homes and darkens their skies, a long child screams for help trapped in a burning home unable to escape. A man dashes forth past the crowd axe in hand, battling the flames and pulling the child from the ash and rubble in time to save their life.
Rangers who hail from the Fireman's Conclave have adapted techniques to deal with one of the most dangerous forces in nature and specialize in teamwork and rescues.
Conclave Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fireman's Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Fireman's Spells
Ranger level | Spells |
---|---|
3rd | create or destroy water |
5th | mirror image * |
9th | beacon of hope |
11th | watery sphere |
15th | maelstrom |
*Mirror Images create a fire squadron.
Fireproof
At 3rd level, as one who is charged with the duty to protect nature and civilisation from the danger of fires you have gained the following benefits;
- You have resistance to fire damage.
- You can see through smoke and haze as if the area was lightly obscured.
- You count as large when determining your carrying capacity and the weight you can push, drag, or lift.
- You can take the Search action as a bonus action.
Fire Fighter Unit
Also at 3rd level, performing dangerous work requires a trusted crew of individuals ready to put their lives on the line for the greater good. When you roll for initiative, you can designate a number of creatures within 60ft. of you up to your Wisdom modifier (minimum 1) as your Fire Unit for 1 minute. While you have a Fire Unit you can perform the following bonus actions;
Fire Drill. You and Creatures in your Fire Unit within 15ft. of you can disengage and immediately move up to half your movement speed.
Search and Rescue. If a creature in your fire squad is unconscious or incapacitated within 10ft. of you or another creature in your Fire Squad, the closest creature in your fire squad can stabilise and carry that creature up to their movement speed.
Water Hose. Each creature within a 15ft. line from you must make a Dexterity saving throw as a torrent of water launches from your hands. On a failed save, each creature takes 1d8 force damage and is pushed 10ft. The damage increases by 1d8 for each member of your Fire Unit within 5ft. of you and any non magical fires are extinguished within the area.
You can use this feature a number of times equal to your Proficiency Bonus and regain all uses upon finishing a long rest.
Stand Firm
At 7th level, while you have an active fore Unit, when you or a member of your Fire Unit is subjected to an effect that forces either a Strength or Dexterity saving throw, you or another member of your Fire Unit can as a reaction, increase their saving throw by the number of current Fire Unit members.
Move, Move, Move
At 11th level, you need to be on the move constantly to respond to any emergency as quickly as possible. Your walking speed increases by 5ft. for each creature currently in your Fire Unit.
Additionally, you and creatures in your Fire Unit gain a climbing speed equal to your walking speed and members of your Fire Unit gain the benefits of your Fireproof feature.
Ready and Willing
At 15th level, The most effective method of suppressing dangerous situations to to act fast and together. The first time you hit a creature with an attack on your turn, the next attack made by a member of your Fire Unit against that creature is made with advantage. If that attack hits, the creature must succeed a Strength saving throw against your Spell Save DC or be knocked prone.