Ranger

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), Xanathar's Lost Notes to Everything Else, and (in this case) Unearthed Arcana, will be listed here for ease of access.

## Ranger Characteristics

Please see pages 89-90 in the *D&D 5e Player's Handbook.*

## Class Features

### Ranger Basics

#### Hit Points

**Hit Dice:** 1d10 per ranger level

**Hit Points at 1st Level:** 10 + your Constitution modifier

**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st

#### Proficiencies

**Armor:** Light armor, medium armor, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Strength, Dexterity

**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (1) scale mail or (2) leather armor
* (1) two shortswords or (2) two simple melee weapons
* (1) a dungeoneer's pack or (2) an explorer's pack
* A longbow and a quiver of 20 arrows

### Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

### Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

* You ignore nonmagical difficult terrain
* You have advantage on initiative rolls
* On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

* Difficult terrain doesn’t slow your group’s travel
* Your group can’t become lost except by magical means
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger
* If you are traveling alone, you can move stealthily at a normal pace
* When you forage, you find twice as much food as you normally would
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area

### Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

* ***Archery.*** You gain a +2 bonus to attack rolls you make with ranged weapons
* ***Defense.*** While you are wearing armor, you gain a +1 bonus to AC
* ***Dueling.*** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
* ***Two-weapon Fighting.*** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

### Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the Ranger Spell List page for spells available to rangers.

#### Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell *Animal Friendship* and have a 1st-level and a 2nd-level spell slot available, you can cast *Animal Friendship* using either slot.

#### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Ranger Spell List.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

### Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

### Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Deep Stalker Conclave, the Horizon Walker Conclave, the Hunter Conclave, the Monster Slayer Conclave, the Swarmkeeper Conclave, or the Wasteland Wanderer Conclave, all of which are detailed at the bottom of this page. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately, you can learn a Feat instead of increasing your ability scores.

### Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

### Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

### Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

### Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

### Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

### Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

## Ranger Conclave

Across the wilds, rangers come together to form conclaves — loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.

### Beast Conclave

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

**Beast Conclave Features**
 5th
 7th
 11th
 15th

#### Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50gp per quarter CR (i.e. a CR 1/2 creature would cost 100gp, while a CR 1 creature would cost 200gp) worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Your companion must be of the Beast type and have a challenge rating of 1 or lower and sized Large or smaller. Examples include **Ape**, **Black Bear**, **Boar,** **Brown Bear**, **Dire Wolf**, **Elk**, **Giant Eagle**, **Giant Lizard**, **Giant Spider**, **Panther**, **Tiger**, **Velociraptor**, **Warhorse**, or **Wolf**.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25gp (again, per quarter CR) worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

#### Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. If the companion's normal Intelligence score is 5 or lower, change it to a 6.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds your proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. If you want your companion to take on a Feat instead, check with your DM to see which ones are available for it.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

#### Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

#### Beast's Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

#### Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

#### Superior Beast's Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

### Deep Stalker Conclave

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.

**Deep Stalker Conclave Features**
 5th
 7th
 11th
 15th

#### Conclave Magic

At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.

You also 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

#### Underdark Scout

At 3rd level, you master the art of the ambush, you can give yourself a bonus to your initiative roll equalling your Wisdom modifier. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.

You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

#### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

#### Stalker's Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.

#### Stalker's Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

### Horizon Walker Conclave

Rangers belonging to the Horizon Walkers Conclave guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.

**Horizon Walker Conclave Features**
 5th
 7th
 11th
 15th

#### 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

#### Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar porta l. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

See the "Planar Travel" section in chapter 2 of the *Dungeon Master's Guide* for examples of planar portals.

#### Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

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 force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage in creases to 2d8.

#### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the *Etherealness*spell with this feature, without expending a spell slot, but the spell ends at the end of your current turn. Once you use this feature, you can't use it again until you finish a short or long rest.

#### Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

#### Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

### Hunter Conclave

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

**Hunter Conclave Features**
 5th
 7th
 11th
 15th

#### Hunter's Prey

At 3rd level, you gain one of the following features of your choice:

* ***Colossus Slayer.*** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn
* ***Giant Killer.*** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature
* ***Horde Breaker.*** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon

#### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Defensive Tactics

At 7th level, you gain one of the following features of your choice:

* ***Escape the Horde.*** Opportunity attacks against you are made with disadvantage
* ***Multiattack Defense.*** 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
* ***Steel Will.*** You have advantage on saving throws against being frightened

#### Multiattack

At 11th level, you gain one of the following features of your choice:

* ***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

* ***Whirlwind Attack.*** You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target

#### Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice:

* ***Evasion.*** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
* ***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice
* ***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you

### Monster Slayer Conclave

Rangers of the Monster Slayer Conclave have dedicated themselves to hunting down creature of the night and wielders of grim magic. A Monster Slayer seeks out vampires, evil dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, Monster Slayers are experts at unearthing and defeating mighty, mystical foes.

**Monster Slayer Conclave Features**
 5th
 7th
 11th
 15th

#### 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 spells counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Conclave Spells

#### Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to harm it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistance, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

#### Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This extra damage stacks with *Hunter's Mark*.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

#### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Supernatural Defense

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

#### Magic-user's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spellcasting DC, or its spell or teleport fails and is wasted.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

#### Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

### Swarmkeeper Conclave

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts — be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful — if potentially disturbing — company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

**Swarmkeeper Conclave Features**
 5th
 7th
 11th
 15th

#### Conclave Magic

You learn the *Mage Hand* cantrip if you don’t already know it. When you cast it, the hand takes the form of swarming nature spirits.

You also learn an additional spell when you reach certain levels in this class, as shown in the Conclave Spells table. These spells count as ranger spells for you, but don’t count against the number of ranger spells you know.

Conclave Spells

#### Gathering Swarm

You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.

As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

#### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Writhing Tide

You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:

* Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action
* You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check
* You gain a flying speed of 10 feet and can hover

#### Scuttling Eyes

As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.

As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.

#### Storm of Minions

Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.

When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.

### Wasteland Wanderer Conclave

Some worlds thrive, with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous while other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured. Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves.

The Sea of Silt in Dark Sun’s Athas, the Mournland of Eberron, and the spellplagued areas of Faerûn are just some examples in lore. Forged in harsh kiln of apocalyptic survival are rangers of the Wasteland Wanderer Conclave. These rangers of ruin rely on the skills and knowledge they have gathered by surviving the terrible conditions of their world — and often helping others survive as well.

**Wasteland Wanderer Conclave Features**
 5th
 7th
 11th
 15th

#### Conclave Magic

Starting at 3rd level, you learn an additional spell with 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

#### Vigilant Guardian

At 3rd level, you become harder to ambush and can’t be surprised while within your favored terrain. If a member of your party is surprised at the start of combat, you have advantage on initiative rolls.

Additionally, you can use your bonus action to make a Wisdom (Perception) or Intelligence (Investigation) check to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and make one additional weapon attack against that target, as part of that same bonus action. When you do, you have advantage on the attack and you deal an additional 2d8 damage on a hit.

#### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Trail of Trouble

Starting at 7th level, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. You gain this benefit even while traveling at a normal pace, instead of a slow pace, while you are in your favored terrain.

Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. When you do so, you also gain resistance to traps you identify with this feature until you finish a short or long rest.

#### Shared Succor

At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal that number plus your wisdom modifier.

At 15th level, you can choose one additional creature within range of the spell, to regain that number of hit points.

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

#### Safety in Numbers

At 15th level, you gain the ability to use an enemy’s momentum against it. When a creature within 30 feet of you deals damage to anyone other than you, you can use your reaction to grant its target resistance to the attack’s damage and you can make a special weapon attack as part of the same reaction. You have advantage on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.