Classes/Ranger/Conclaves

##### Ranger's Companion

Beginning at 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

##### Primal Companion

This 3rd level feature replaces the Ranger's Companion feature.

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block – Beast of the Land, Beast of the Sea, or Beast of the Sky – which uses your Proficiency Bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Doge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher: the beast returns to life after 1 minute with all of its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearances. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

#### Fey Wanderer

##### Dreadful Strikes

Beginning at 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. when you hit a creature with a weapon, you can deal an extra 1d4 psychic 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.

##### Fey Wanderer Magic

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts Table or determine it randomly:

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##### Otherworldly Glamour

Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

#### Gloom Stalker

##### Dread Ambusher

Beginning at 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to you Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

 3rd

##### Umbral Sight

You also gain darkvision out to a range of 60 feet; if you already have darkvision from your species, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

#### Horizon Walker

##### Horizon Walker Magic

Beginning at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells Table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd

##### Detect Portal

You also gain the ability to magically sense the presence of a planar portal. 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

You also 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 attacks becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the etra damage increases to 2d8.

#### Hunter

##### Hunter's Prey

Beginning 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.

#### Monster Slayer

##### Monster Slayer Magic

Beginning at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells Table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd

##### Hunter's Sense

You also gain the ability to peer at a creature and magically discern how best to hurt 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, resistances, or vulnerabilities, and what they are. If the creature is hidden from divination magic, you sense that is has no damage immunities, resistances, or vulnerabilities.

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

##### Slayer's Prey

You can also 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 benefit lasts until you finish a short or long rest, and ends early if you designate a different creature.

#### Swarmkeeper

##### Gathered Swarm

Beginning at 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance Table.

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Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

* The attack's target takes 1d6 piercing damage from the swarm.
* The attack's target must succeed on a Strength saving through against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
* You are moved by the swarm 5 feet horizontally in a direction of your choice.

##### Swarmkeeper Magic

You also learn the *Mage Hand* cantrip if you don't already know it. When you cast it, the hand takes the form of your of your swarming nature spirits. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells Table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd

#### Drakewarden

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##### Draonic Gift

Beginning at 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.

You gain the following benetis:

* **Thaumaturgy**. You learn the *Thaumaturgy* cantrip, which is a ranger spell for you.
* **Tongue of Dragons**. You learn to speak, read, and write Draconic, or one other language of your choice.

##### Drake Companion

As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions and obeys your commands. See its game statistics in the accompanying Drak Companion stat block, which uses your Proficiency Bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can more and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

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 ***Infused Strikes***. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

#### Deep Stalker

##### Underdark Scout

Beginning at 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain the additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. Deep Stalkers often use this ability to make ranged attacks, move beyond the scope of their foes' darkvision, and then hide.

##### Deep Stalkers Magic

Also at 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spell at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against the number of ranger spells you know.

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