Ranger Conclaves (5e)

## ABYSSWALKER

Rangers that reflect the abysswalker archetype have traveled to the Lower Planes, either physically or spiritually, and witnessed its darkness firsthand. Such a deep evil imprints itself on those who visit there, and abysswalkers manifest some if its traits.

### Infernal Lash

Starting when you choose this archetype at 3rd level, when you take the Attack action on your turn, you can use your bonus action to strike out at an enemy with a whip of necrotic energy. Make a ranged spell attack roll against a creature within 15 feet. This attack does not have disadvantage due to being with reach of a hostile creature. On a hit, the target takes 1d8 necrotic damage. At 10th level, you can add your Wisdom modifier to this damage.

### Shield of Shadows

At 7th level, you can manifest or dismiss a shield composed of shadowstuff as a bonus action. This shield has no weight, and attaches to one of your arms, leaving the arm free to wield weapons or perform other actions.

### Extra Attack

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

### Fiend's Fury

At 11th level, once per turn, when you take the Attack action against a hostile creature you started your turn adjacent to, you can deal an additional 2d6 fire damage to that creature.

### Wraith Step

By 15th level, when a creature makes a melee attack against you, you can use your reaction to become briefly immaterial, interrupting the attack. You can move up to 10 feet in any direction without provoking Opportunity Attacks. The attacker can choose a new target for the attack, if one is available.

## ALPINE CONCLAVE

Of all the natural environments that rangers have explored, conquered, and defended, few are more perilous than the great stony peaks of mountains. Danger is never far away in the frigid extremes of the Death Zone, and the rangers who spend their lives in and around such regions are characterized by their fortitude, bravery and athleticism.

### Rock Climber

When you join this conclave at 3rd level, you gain a climbing speed equal to your base movement speed, which you can use even if you do not have any climbing tools or equipment. You can add twice your proficiency bonus to any checks related to climbing or abseiling, and if you have suitable equipment, you can extend these advantages to up to 5 willing allies as long as they all remain within 60 feet of you.

### Death from Above

Also at 3rd level, you are skilled at using high ground to your advantage. Once per turn, when you make a ranged weapon attack against a target that is more than 5 feet below you, the attack deals an additional 1d8 damage. Additionally, if you make a melee weapon attack against a hostile creature while falling, you take no damage from falling as long as your attack hits and you fell a from a height shorter than your movement.

### Avalanche Attack

At 5th level, you can make a series of rapid strikes, burying your foes in an avalanche of attacks. Whenever you take the Attack action on your turn, you can attack three times instead of once (or twice if you are attacking with a firearm). However, you cannot add your ability modifier to the damage of these attacks.

     At 11th level, you can make four attacks instead of three, or three instead of two with a firearm.

### Bivouac

When you reach 7th level, you can set up a temporary camp in any natural environment, even if you do not have any equipment (tents, bedrolls, etc.). This takes 1 minute of work, and protects up to 12 Medium or smaller creatures from all natural hazards and adverse weather, providing sufficient shelter to take a short or long rest.

     Additionally, you are immune to altitude sickness and you have resistance to cold damage.

### Granite Defense

At 11th level, you become one with the mountain, with powers of stamina and endurance alike unto stone. You gain proficiency in Constitution saving throws.

### Mountain Master

By 15th level, you have fully mastered the mountain environment. If you are on a mountain, you know exactly what weather conditions and natural hazards will occur on the mountain for the next hour, and you can use your Primeval Awareness to sense the presence of your favored enemies as an action. You are permanently under the influence of a *spider climb* spell, which cannot be dispelled by any means, and you have resistance to falling damage.

    Furthermore, you learn the spell *stone shape*, which is a ranger spell for you, and you can cast it once per day without expending a spell slot. *Stone shape* does not count against the total number of spells you can learn.

## ASTRAL WALKER

The Astral Walker is a githyanki ranger that comes from the time-frozen Astral Plane. They use their superior tracking skills in conjunction with their planar abilities to effectively raid and plunder supplies for their fortress city of Tu'narath. These rangers, who are no stranger to plane hopping, are fearsome in combat, due to their natural psionic talents acquired from timeless years spent in these mentally harsh planes.

### Restriction: Githyanki Only

The role of this particular ranger in githyanki culture is a vital one, and a githyanki will spend millennium developing their skills to help grow their timeless city. Alongside gathering resources, these rangers also serve as forward scouts, seeking out suitable outposts for their kin to bear and raise offspring. Their other major role is the hunting of mind flayers. Your DM can lift this restriction to better suit your campaign if needed.

### Astral Walker Magic

*3rd-level Astral Walker feature*

You learn the *mage hand* cantrip if you don't already know it. When you cast this cantrip, the hand is invisible.

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

**Astral Walker Spells**

### Telekinetic Attack

*3rd-level Astral Walker feature*

Your telekinetic ability allows you to make weapon attacks with your mind. When you cast *mage hand*, as part of the same action, you can have the hand hold a weapon you are proficient in that doesn’t have the loading or two-handed properties. You can then move the hand up to 30 feet away from you, as normal, and command it to make a weapon attack if there is a creature within range. If the hand hits a target, it can deal extra psychic damage equal to your Wisdom modifier (minimum of +1).

The hand has AC 14 + your Wisdom modifier, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. On subsequent turns, you can use an action to move the hand up to 30 feet and make a weapon attack. If you can make multiple attacks with the Attack action, you can sacrifice one or more of your attacks to move the hand and make a weapon attack from it.

When a creature that you can see within 5 feet of the hand moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the hand’s space.

The hand vanishes at the end of the spell's duration, or if it moves more than 30 feet away from you.

### Time Bound Mastery

*3rd-level Astral Walker feature*

You have spent the infinite time in the Astral Plane further honing your skills. You gain proficiency in one skill of your choice, which can be a tool proficiency.

### Resistant Mind

*7th-level Astral Walker feature*

Your psionic abilities have allowed you to mentally protect your state of mind. You gain resistance to psychic damage, and have advantage on saving throws against being charmed or frightened. If you already have resistance to psychic damage, you become immune to psychic damage instead.

### Psionic Strength

*11th-level Astral Walker feature*

Your psionic powers are further refined. The range of your *mage hand* and Telekinetic Attack is now 60 feet.

In addition, when the invisible hand from your Telekinetic Attack feature succeeds on a saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

### Telekinetic Block

*15th-level Astral Walker feature*

Your mental powers are strong enough to deflect attacks. When a creature you can see hits you with an attack, you can use your reaction to make an attack roll against the attacker, adding your Strength or Dexterity modifier (your choice) plus proficiency bonus to the roll. If the roll succeeds, you take no damage from the attack, and you make a damage roll against the attacker using the weapon or spell used for its attack. If roll fails, you take half damage from the attack.

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.

## BEASTBORNE

### Shapechanger

Beginning when you choose this archetype at 3rd level, your body is stained by a lycanthropic curse, which struggles to escape from you at all times. You gain the shapechanger subtype; your true form is a ghastly hybrid of beast and man. Additionally, you gain the following abilities:

   ***Darkvision.*** You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

   ***Keen Smell.*** You have advantage on Wisdom (Perception) checks that rely on smell.

### Bestial Aspect

At 3rd level, as blood is shed, you gradually lose control and slip into a beastlike form, ravenous and hungry for carnage. Whenever you take damage or deal damage to a hostile creature with an attack, add the total number together; this is your damage pool. You gain a bonus to your damage rolls, as well as additional beastlike abilities, according to your total damage pool, as shown on the Bestial Aspect table. After 1 minute of taking and dealing no damage, reset your damage pool to 0.

### **Wolfbane Fury**

Starting at 7th level, you can whip yourself into a lycanthropic fury. As a bonus action, you can roll 4d6 and add the total to your damage pool. Once you use this ability, you can’t use it again until you finish a short or long rest.

### **Howling Carnage**

Beginning at 11th level, whenever your damage pool exceeds 50, you attack three times with your claws, instead of twice, whenever you take the Attack action on your turn.

### **Relentless Bloodlust**

By 15th level, not even death can hold back your transformation. When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Add the total damage you would have taken to your damage pool. Once you use this ability, you can’t use it again until you finish a long rest.

## BIG GAME HUNTER

Many rangers steal out into the wilds to slay dire beasts that encroach upon civilization, safeguarding cities and towns from their animalistic fury. But some rangers take this further, obsessing over a single kill at a time, and hunting their quarry to the ends of the earth. Rangers that join the loose Big Game Hunter conclave might track any creature, provided that it is as threatening as it is colossal.

### Trophy

Beginning at 3rd level, you can draw strength from your defeated enemies. Whenever you slay a Large or larger beast, humanoid, monstrosity, or undead, you can take a body part as a trophy. You do not need to have dealt the killing blow, but you must have dealt damage to the creature during the combat that killed it. Harvesting a body part in this way is a process that takes 1 minute. Over the course of a long rest, you can apply a mixture of herbs and preservatives worth 50 gp to the body part, after which it becomes a trophy. You can wear one trophy at a time, and when you take a short or long rest, you can change which trophy you are wearing. While wearing a trophy, you gain the following benefits:

* Creatures of the same type as the trophy are treated as your favored enemy
* You gain a +2 bonus to AC and saving throws against all creatures of the trophy’s type.
* You cannot be charmed or frightened by creatures of the trophy’s type.

     Starting at 6th level, you can make a trophy from an aberration, celestial, construct, dragon, elemental, fiend, or giant you have slain.

### Extra Attack

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

### Clever Wrestler

Beginning at 7th level, your experience escaping from gnashing teeth, writhing tentacles, and slashing claws has made you hard to pin down. Whenever you are grappled, you can use a bonus action to end the grapple.

### Fell Big Game

At 11th level, you are a master of capitalizing on the weaknesses of larger foes. When you take the Attack action on your turn targeting a Large or larger creature, you can make an additional attack.

### Masterful Sidestep

At 15th level, you are a blur across the field of battle, avoiding attacks that would fell others.  When you are hit by an attack, you can use a reaction to immediately move half your movement without provoking opportunity attacks. Additionally, you gain a +2 bonus to AC until the start of your next turn.

> **Sidebar: Revised Ranger**
> This archetype makes use of the Revised Ranger class. If you wish to use it with the SRD Ranger class, remove the 5th level feature. Additionally, you gain a +2 bonus to damage rolls with weapon attacks you make against creatures of a trophy's type.
>
>

## BOUNTY HUNTER

Bounty hunters are an unsavory but necessary part of justice. When a criminal escapes the law's grasp, a price in gold is placed on his head and bounty hunters are dispatched to capture the fugitive, usually, but not always, alive.

### Swift Tracker

When you choose this archetype at 3rd level, your base movement speed increases by 10 feet. In addition, you have advantage on Constitution saving throws against exhaustion from a forced march.

### Mark

By 3rd level, you have become adept at tracking your foes. Choose a single creature you can see, or of whom you have a depiction or description. You must spend 10 minutes concentrating on them, after which they become your Mark, the creature you are sworn to bring to justice. You deal an extra 1d6 damage to your Mark whenever you hit it with a weapon attack, and you have advantage on any skill check made to find your Mark. You may only have one mark at a time. If you select a new Mark, you lose these benefits toward the original.

      You may select two marks at once when you reach 7th level, three at 11th level, and 4 at 15th level. In addition, when you reach 15th level, you have advantage on attack rolls against your Mark.

### Crippling Strike

Beginning at 7th level, when you take the Attack action on your turn, you can attempt to cripple your target. The creature you attack must make a Constitution saving throw. On a failed save, the creature's speed is halved and has disadvantage on Strength checks and Strength saving throws for 1 minute. After using this ability, you cannot use it again until you complete a short or long rest.

### Bring 'em Back Alive

Starting at 11th level, you are able to trip your enemies at range using bolas, a thrown weapon made of a set of weights on the ends of interconnected leather cords. Treat a set of bolas like a net with the light property and a range of 20/60. You can create a single set of bolas during a long rest if you have 1 gp in tanned leather and a leatherworker's kit.

### Track the Trackless

By 15th level, you can track your Mark if you are on the same plane, even if they left no tracks. Your Mark always trails a faint magical aura that only you can see. You must make a Wisdom (Perception) check with a DC equal to 5 + the number of hours since your Mark was in the area to locate and follow this aura. You must make this check each hour to continue following your Mark. If you fail this check, you must move at least 100 feet away before you may attempt it again. Creatures benefiting from *nondetection* or a similar magic effect which prevents the target from being targeted by divination magic are immune to this effect.

## DERVISH

You are one of the legendary Dervish: fierce, lighting fast warriors who call the desert their home. Though there are others who profess skill at fighting with a pair of weapons, there are none that compare to the absolute mastery of the style the dervish hold. As well, they excel at both distraction and misdirection, and seem to be able to bend the sands of their homeland to their whim.

### Sand Sprinter

Beginning when you select this archetype at 3rd level, moving through sand and similar materials cost you no extra movement. Additionally, your base walking speed increases by 5 feet. At 7th level, this movement speed bonus increases to 10 feet, and at 15th level it increases to 15 feet.

### Dervish Dance

At 3rd level, you can use your Dexterity modifier instead of your Strength modifier for attack and damage rolls you make with light melee weapons. Additionally, if you have moved at least 10 feet on your turn, you can attack twice instead of once when you use your bonus action to engage in two-weapon fighting using two light weapons.

### Sandstorm

Starting at 7th level, you learn to kick up an obscuring cloud of sand around yourself while you move. When you move more than 15 feet on your turn, you can use an action to cause your space to become heavily obscured until the start of your next turn. Your ability to see is unhindered by this effect.

### Sirocco

Starting at 11th level, while wielding a light melee weapon in each hand, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

     Additionally, the damage die of any light melee weapon you wield increases by one step (d4 -> d6 -> d8) to a maximum of 1d8.

### Dune Tunneler

At 15th level, you learn the secret of moving through the dunes. You gain a burrow speed in sand and similar materials equal to your walking speed. While burrowing, you gain tremorsense out to 30 feet, and you can breathe while submerged. Once per turn, if you exit the sand next to a foe on your turn, you gain advantage on your first attack against that creature.

## DRAGONSLAYER

Long ago, dragons ruled the earth and the skies, subjugating and warring with all other mortal races. Their time was cut short, however, as some mortals learned ways to counter the dragons’ natural advantages. These fearless heroes became known as Dragonslayers. Over time, they became known for hunting and slaying any large monsters that proved a threat to their communities, but the name Dragonslayer stuck, becoming more of an honorific than a job description. As a Dragonslayer, you use your specialized skills to defend others from dragons and their ilk.

### Scale-Piercer

Starting at 3rd level, you are skilled at finding chinks in a creature’s armor. Once on each of your turns, you can reroll the damage for a single attack and select the higher result.

### Extra Attack

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

### Fearless

Starting at 7th level, you can’t be frightened by a creature you can see.

### Colossus Climber

At 11th level, you can grab hold of a much larger foe and scale its body. As a bonus action on your turn, you can grab hold of a creature that is at least two sizes larger than you. Make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If you succeed, you become able to climb the target’s body. While climbing a target, you move with it and have advantage on attack rolls against it, and you can move within its space as if it was difficult terrain. The target has disadvantage on attack rolls against you while you are climbing it.

     On each of its turns, the target can make a Dexterity (Acrobatics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check to shake you off. If you are shaken off, you fall from the creature’s height and land prone in an unoccupied space around the creature.

### Breath Evasion

Beginning at 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an *ice storm* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. This also applies to any saving throw required by a breath weapon.

## ECLIPSE CONCLAVE

Hunters of all sorts make it their mission to rid the world of their quarry, systematically eliminating dangerous aberrations, dragons, giants, and other such monsters that pose a threat to the innocent. Rangers who align themselves with the Eclipse Conclave, however, track and kill more insidious monsters -- those which hide in plain sight. Shapechangers, such as vampires, dopplegangers and lycanthropes, might escape the reach of the authorities and other rangers for a time, but the Eclipse Conclave always hunts them, finds them, and exposes them as creatures of the night hiding in broad daylight, before striking them down.

### Darkvision

Starting at 3rd level, your keen vision assists you in hunting creatures of the night. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 60 feet.

     Starting at 7th level, you can see in magical, as well as nonmagical darkness.

### Mark of the Moon

At 3rd level, you learn the *hunter's mark* spell, or, if you already know it, another ranger spell of your choice. You deal an additional 1d10 damage, rather than 1d6, when you hit the target of *hunter's mark* with a weapon attack, and the target can't take reactions until the beginning of your next turn. If you mark a creature that has the shapechanger subtype, you see it as outlined in a radiant corona.

     You can cast *hunter’s mark* without using a spell slot twice, and 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.

### Penumbra

At 7th level, you learn the *darkness* spell, which counts as a ranger spell for you. You can cast this spell once without using a spell slot or spell components. Once you do so, you can't do so again until you finish a long rest.

### Vengeance of the Moon

At 11th level, when a creature you have targeted with *hunter's mark* makes an attack or casts a spell, you can use your reaction to make one weapon attack targeting it. Alternatively, you can use your reaction when a marked creature moves to move 10 feet without provoking opportunity attacks.

### Ring of Revelation

By 15th level, you can use your action to reveal that which is hidden. If a creature within 10 feet of you is invisible, disguised using illusion magic, or transformed, that effect is suspended until the beginning of your next turn and the creature's original form can be seen, as a bright corona traces it. You can use this ability a number of times equal to your Wisdom modifier, and regain all expended uses when you take a long rest.

## EQUINOX CONCLAVE

The Equinox is a ranger that is in tune with the changing of the seasons. This innate sense for keeping track of these seasonal shifts allows them to be more adaptable and aware of their surroundings. Such rangers are extremely versatile in that they can shift their hunting techniques to suit the time of day or the current season.

### Seasonal Precipice

*3rd-level Equinox feature*

As a ranger that keeps track of the seasons, you are able to change your skillsets accordingly. Whenever you finish a long rest, you choose whether you want the Vernal or Autumnal version of each feature in this subclass.

### Equinox Magic

*3rd-level Equinox feature*

You learn an additional spell when you reach certain levels in this class, as shown in the Equinox Spells table. You can choose from the Vernal or Autumnal list, and can change this list at the end of a long rest. When you change your spell list, you learn the spells from the new list and forget the spells from the previous list.

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

### Rise and Set

*3rd-level Equinox feature*

You observe whether the days hold more or less sunlight as part of your combat preparations.

* **Vernal.** The first time you hit a creature with a weapon attack, you regain a number of hit points equal to your Wisdom modifier (minimum of 1 hit point). You also ignore disadvantage when making an attack roll against creatures in bright light, unless they are hidden from you.
* **Autumnal.** When you attack a creature that is in dim light or darkness, you can use a bonus action to make the attack roll with advantage instead of disadvantage. If the attack hits, the target takes an extra 1d6 damage of the weapon’s type. At 11th level in this class, this becomes a 1d8.

### Equitorial Senses

*7th-level Equinox feature*

You can instinctually trace and locate the sun’s path and positioning in the sky, giving you superior tracking abilities.

* **Vernal.** You have advantage on ability checks that use Wisdom, and you gain a +5 bonus to your passive Perception score. In addition, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, and dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
* **Autumnal.** You gain advantage on Wisdom saving throws, and opportunity attacks made against you are made with disadvantage. If you are hit by an opportunity attack, you gain a +2 bonus to AC until the end of your current turn. You also gain the ability to see in normal and magical darkness out to a range of 60 feet.

### Shifting Seasons

*7th-level Equinox feature*

You can adapt to the minute changes each day brings. As an action, you can expend a spell slot of any level and spend 1 minute in silent meditation (as if you were concentrating on a spell). At the end of the duration, you can choose one of your features from this subclass and change it to its other version. If you choose your Equinox Magic feature and have an ongoing effect from a spell in the Equinox Spells table,

it lasts for the remainder of the duration (as normal) or until dispelled.

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

### Mirrored Horizon

*11th-level Equinox feature*

You adopt techniques that imitate the two equal halves of the equinox.

* **Vernal.** Once on your turn, when you take the Attack action and miss with a weapon attack, you can immediately use a bonus action to make another weapon attack with advantage. If you hit, you deal extra damage equal to your Wisdom modifier (minimum of 1 damage). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Autumnal.** When you cast a spell with a range of touch and which only affects one creature or object, you can choose another creature or object you can see within 30 feet of the original target to be affected by the spell. If the spell requires concentration, the spell ends on you and the target if you lose concentration. 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.

### Spring and Autumn

*15th-level Equinox feature*

You draw further power from the changing of the seasons to protect yourself.

* **Vernal.** You regain a number of hit points equal to your Wisdom modifier (minimum of 1 hit point) at the start of each of your turns if you are touching a natural earthen surface (such as soil, grass, or rock). You don't gain this benefit if you have 0 hit points or if you have at least half of your hit points.
* **Autumnal.** When you take damage, you can use your reaction to teleport to an unoccupied space you can see within 30 feet of you. You also gain resistance to all damage, including the triggering instance of damage, until the end of your next turn. 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.

## FERRYMAN CONCLAVE

A Ferryman is a ranger that seeks to protect the natural order of life and death. They utilise their natural talents of tracking and surviving in bleak environments to remove undead threats. A Ferryman’s motivations might vary; some seek out lost souls like revenants and specters to help them finish their business, others actively hunt those who purposefully violate and threaten the sacred cycle of life such as liches, evil necromancers and hateful spirits.

### Enhanced Life Force

*3rd-level Ferryman feature*

Your affinity with the life energy around you has bestowed upon you a stronger physique. At 3rd level, your hit point maximum increases by 1, and then increases by 1 whenever you gain a level in this class.

### Ferryman Magic

*3rd-level Ferryman feature*

You learn the *spare the dying* cantrip if you don’t already know it. When you cast it, grass and other small flowers grow around the body as you rejuvenate the immediate area with life energy.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Ferryman Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

### Soul Cutter

*3rd-level Ferryman feature*

You’ve learned to sever soul from body in order to take down undead threats. Once during your turn, when you hit a creature with a weapon attack, you can deal an extra 1d6 psychic or radiant damage (your choice). When you reach 11th level in this class, the extra damage increases to 2d6.

The target must also make a Constitution saving throw against your spell save DC. On a failed save, the target takes 1d6 damage of the previously chosen type at the start of each of its turns for up to 1 minute. A creature can only be affected by one instance of this feature, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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

### Unwavering Nerves

*7th-level Ferryman feature*

The unspeakable encounters you’ve had with the undead has given you an unbreakable resolve few others possess. You are immune to being frightened.

### Fated Severance

*11th-level Ferryman feature*

Your ability to separate the soul from body has further improved. Once during your turn, when you hit a creature with a weapon attack, you can forgo rolling damage dice and deal maximum damage. This includes damage from your Soul Cutter feature, but not from spells or other effects that deal damage on a hit. In addition, all damage dealt becomes psychic or radiant damage (your choice) as the weapon or ammunition glows with ethereal energy and passes through the target.

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

### Undying Soul

*15th-level Ferryman feature*

Being on the precipice between life and death has allowed you to control your life states to a limited degree. You only need to succeed on 2 death saving throws instead of 3 in order to stabilize yourself.

In addition, when you are reduced to 0 hit points but not killed outright, you can choose to immediately return to life with a number of hit points equal to 1d10 + your ranger level. You can regain hit points in this way a number of times equal to your proficiency bonus, and you regain one expended use when you finish a long rest.

## MASTER THROWER

Master throwers, as is often joked, rely on a fighting style that clearly involves disarming themselves. In truth, someone who can bury a dagger or a handaxe in your skull from across the room is never a force to be underestimated. True master throwers depend on quick reflexes, good planning, and, of course, deadly aim to survive in a world that values brute force over clever tactics.

### **Keen Vision**

Beginning when you choose this archetype 3rd level, you possess extraordinarily precise sight. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.

### **Deadeye**

At 3rd level, your uncanny aim grants you the following features:

* When you take the Attack action on your turn, you can use a bonus action to make a ranged attack with a thrown weapon.
* When you make a ranged weapon attack, you can draw the weapon as part of the attack. You can draw any number of weapons in this fashion each round.
* The short and long ranges of your thrown weapons doubles.

### **Pinning Toss**

Starting at 7th level, you can launch a thrown weapon with such force you embed it into the wall. To do so, you make a ranged weapon attack with a thrown weapon as a bonus action. On a hit, you can gain a variety of benefits, depending on your target:

    ***Targeting a Creature***. If you target a creature, you can pin its armor or clothing to a wall or to the floor, halving the creature’s speed the next time it moves.

    ***Targeting an Object***. If you target a Tiny or smaller unattended object, it is considered to have an AC of 10. Objects that are being worn or carried are considered to have the same AC of the creature that is carrying it. On a hit, you can choose to break it (if it is nonmagical) or fling it up to 15 feet away. If appropriate, you can also pin this object to a wall, if there is one behind the object.

     ***Other Targets***. With DM permission, you can target other things a thrown weapon to perform certain tasks, such as pinning daggers in a wall to make an impromptu handhold for climbing. The AC for other objects is decided by the DM before you make the attack.

### **Lethal Throw**

By 11th level, your mastery of thrown weapons has grown extensive. Choose one of the following features:

     ***Bullseye***. When you make a ranged weapon attack with a thrown weapon, you have a +1 bonus to its attack and damage rolls.

     ***Double Throw***. When you take the Attack action on your turn, you can use a bonus action to make two ranged attacks with thrown weapons, rather than one. Each of these attacks must target a separate creature.

     ***Throw Anything.*** You can treat any weapon you're proficient with that you can wield with one hand as a thrown weapon with a range of 20/60 feet, and you can use your Dexterity modifier for attacks and damage rolls when you throw it.

### **Intercepting Shot**

Starting at 15th level, as a reaction when an attacker you can see makes an attack roll against you, you can throw a weapon you are holding to deflect the strike. Make an attack roll. If your attack roll is higher than the attacker's, the attack targeting you has disadvantage. You must use this feature before you know the outcome of the roll.

## MIXED STYLIST

The two classic expressions of a ranger are the close combatant, flurrying through combat with a weapon clutched in each hand, and the pinpoint sniper, dealing death with each loosed arrow. Yet a small number of rangers refuse to specialize into one of these camps, and instead perfect the art of balancing both styles in a fierce amalgamation of lethal fury.

**Additional Fighting Style**

Beginning when you choose this archetype at 3rd level, you gain another fighting style of your choice.

### Versatile Combatant

Starting at 3rd level, your mix of fighting styles provides the following benefits:

* **Archery.** You do not have disadvantage when you make a ranged attack within 5 feet of a hostile creature.

* **Blind Fighting.** Your blind sight range increases to 15 ft.

* **Defense.** While you are wearing armor, you gain an additional +1 bonus to AC.

* **Druidic Warrior.** You learn a first level spell of your choice from the druid list

* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to attack rolls with that weapon.

* **Thrown Weapon Fighting.** You can draw or stow an additional number of weapons up to your Dexterity modifier on your turn.

* **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can make an additional attack with your offhand weapon as part of the same bonus action.

* **Interception (UA).** You further reduce the damage by your Dex modifier.

* **Tunnel Fighter (UA).** As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

* **Unarmed Fighting (UA).** Your unarmed strikes now deal 1d8 + your Strength modifier. If you strike with two free hands, the d8 becomes a d10.
	+ When you successfully start a grapple, you can deal 1d6 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

### Sure-Footed

By 7th level, when you are prone, standing up uses only 5 feet of your movement. Additionally, your base walking speed increases by 5 feet.

### Adaptable Assault

At 11th level, when you make attacks on your turn using either your action or bonus action, you may make those attacks with any weapon on your person, swapping which weapon is equipped between each attack. If you attack with two or more weapons, you may make a single extra attack with that action.

### Flexible Defense

Your flexible fighting style makes you challenging to predict. By 15th level if a creature attacks you and does not have advantage on the attack roll, you can use your reaction to increase your armor class for the attack by your Wisdom modifier.

## RED STRING CONCLAVE

Rangers of the Red String archetype dabble in the invisible forces of fate, able to influence them to certain degrees. Their strong link with the esoteric workings of fate, destiny, and predetermination make them some of the most formidable hunters and trackers.

### Fateful Strikes

*3rd-level Red String feature*

You use your connection with the tides of fate to augment your strikes. When you hit a creature with a weapon, you can deal an extra 1d4 force 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.

### Red String Magic

*3rd-level Red String feature*

You learn the *message* cantrip if you don't already know it.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Red String Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

### Tied Knot

*3rd-level Red String feature*

You are able to tie another’s fate to your own. You learn the *hunter’s mark* spell if you don’t already know it, and it doesn’t count against the number of ranger spells you know.

While this spell is active, you can use an action to see through the target’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses or until the spell ends. While perceiving through the target’s senses, you gain the benefits of any special senses possessed by it, though you are blinded and deafened to your own surroundings. You must finish a short or long rest before you can take this action again.

### Entwined Souls

*7th-level Red String feature*

You are able to intertwine your fates with another. As an action, you can choose a willing creature you can see within 30 feet of you and bind your fates together. You both gain the following benefits for 10 minutes, until you are more than 30 feet away from each other, or you dismiss it early as an action.

* Whenever you or the chosen creature regains hit points, the other can regain the same amount of hit points
* Once before the start of your next turn, when you or the chosen creature is damaged by an attack or harmful spell, the other can reduce the damage taken by an amount equal to your Wisdom modifier (minimum reduction of 1).
* You can telepathically communicate with each other. To understand each other, you each must know at least one language, though it needn’t be the same one.

You can only be entwined to one creature at a time. If you use this feature while already entwined to a creature, the bond to the oldest creature immediately ends.

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.

### Sever Destiny

*11th-level Red String feature*

Your ability to see the invisible strings that bind people to their fates allow you to cut them. When you hit a creature with a weapon attack, you can force it to make a Charisma saving throw against your spell save DC. On a failed save, the target has disadvantage on its ability checks, attack rolls, and saving throws until the start of your next turn.

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.

### Shared Boon

*15th-level Red String feature*

You are able to further strengthen the ties you have with others. When you reduce damage using your Entwined Souls feature, you and the chosen creature can now reduce damage taken by 1d4 + your Wisdom modifier.

In addition, when you cast a spell with a range of self, you can also have the entwined creature affected by the spell. The spell uses your spell attack bonus and save DC, and the spell treats the entwined creature as the caster for all other purposes. The spell for the entwined creature ends early if it is more than 30 feet away from you or if you end the bond.

## SPELLBREAKER

When a wizard embraces forbidden, volatile magic or a sorcerer loses control of their arcane power, a spellbreaker is not far behind. This ancient order of rangers tracks dangerous spellcasters, from rogue bards to demonic warlocks, and eliminates them before their magic can wreak havoc on an entire city or endanger the multiverse itself. They are trained in techniques to bypass magical defenses and rip small holes in the fabric of magic itself to catch unaware any spellcaster caught in their midst. While most spellbreakers execute their quarry or capture them for the authorities, a few still burn witches at the stake, earning all spellbreakers a grim reputation. For this reason alone, a mage on the run has good reason to look over their shoulder and fear the spellbreaker's arrival.

### Spellbreaker Magic

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

Spellbreaker Spells
 5th
 9th
 13th
 17th

### Antimagic Strike

At 3rd level, you’ve mastered the mage-slaying technique of cutting through magic itself. Once on each of your turns, when you make an attack against a creature you can see, you can use your bonus action to deliver a small antimagic pulse. For the duration of the attack and damage rolls, the effects of spells targeting the creature, as well as the properties and powers of magic items are suppressed. This disrupts spells like *mage armor* or *mirror image* which protect the creature, as well as spells like *hellish rebuke* which are triggered as a reaction to the attack or damage roll. On a hit, the creature takes an additional 1d6 force damage, or an additional 2d6 force damage, if it was concentrating on a spell when it was attacked.

### Spell Resistance

By 7th level, you can shake off even the most potent magic. You have advantage on saving throws you make against spells.

### Arcane Burst

Beginning at 11th level, you’ve learned to rip at the fabric of magic itself. As an action, you can expend a spell slot to create a small arcane explosion centered on yourself in a 10-foot radius sphere. Each creature other than you within the area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes force damage equal to half your ranger level, plus 1d8 for each level of the spell, or half as much on a successful save.

### Antimagic Curse

Starting at 15th level, you’ve mastered the art of tearing small, persistent holes in the fabric of magic, and attaching them to unfortunate souls. As an action, you create a 5-foot diameter sphere of antimagic, centered on a point you choose within 60 feet, as per the spell *antimagic field*. If the point you choose is on a creature, the sphere moves with the creature. This antimagic field lasts for 1 minute, or until you choose to end it on your turn (no action required.)

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

## STARGAZER CONCLAVE

The Stargazer quietly watches for threats that come from the heavens. These rangers can use the stars to divine future events, harness their power, and uphold the boundary between our world and the cosmos. A Stargazer is often nomadic, following the movement of constellations as they patrol the world to stave off hostilities from beyond.

### Stargazer Magic

*3rd-level Stargazer feature*

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

### Twinkling Motes

*3rd-level Stargazer feature*

Your attachment to the cosmos has spawned motes of miniature stars that orbit around you. You can summon these motes as a bonus action, and you have a number of these motes equal to twice your proficiency bonus. While they surround you, you emit bright light in a 10-foot radius and dim light for an additional 10 feet.

You can use the motes for one of the following abilities shown below. Each ability expends a mote when used. You can also use four of your motes to cast the *dancing lights* cantrip. This does not expend the motes, but they can’t be used for any other abilities while the spell is active.

If you have no motes remaining, you can use an action and expend a spell slot of 1st-level or higher to regain a mote. You regain all expended motes when you finish a long rest.

***Comet Strike.*** You fling a mote at high speed. As a bonus action, you make a ranged weapon attack against one creature within 60 feet of you (you can use this ability as part of the same action you use to summon the motes). On a hit, the attack deals radiant damage equal to 1d6 + your Dexterity modifier. At 11th level in this class, the damage die becomes a 1d8.

***Shining Light.*** Your mote flashes brightly for a brief moment. When a creature you can see hits you with an attack roll, you can use your reaction to make the creature succeed on a Constitution saving throw against your spell save DC or have it be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

***White Dwarf.*** Your mote suddenly intensifies gravity around you. As an action, you can choose a number of creatures you can see within 10 feet of you equal to your Wisdom modifier (minimum of one creature). Each creature must succeed on a Strength saving throw against your spell save DC or be pushed or pulled 5 feet toward or away from you (your choice). A creature can willingly fail this saving throw.

### Cosmic Reading

*7th-level Stargazer feature*

You use the stars in the night sky as a guide for yourself and others, gaining the following benefits.

***Starry Message.*** You use the night sky to communicate over long distances. You learn the *skywrite* spell, which counts as a ranger spell for you and doesn’t count against the number of ranger spells you know. If it is nighttime or if the sky is dark, you can choose to expend a mote to cast the spell without expending a spell slot, as you use your mote’s light to write your message. You don’t concentrate on the spell when you cast in this way, but the message disappears if you cast this spell again.

***Shining Fortune.*** You use the stars to foresee future events. At the start of a long rest, if you have at least one mote remaining, you can cast the *divination* spell without expending a spell slot or material components. Once you cast in this way, you can’t do so again for the next 7 days, unless you choose to start with four fewer motes at the end of your current long rest.

### Dazzling Constellation

*11th-level Stargazer feature*

You can link up your motes in a beautiful display of lights. When you hit a creature with your Comet Strike, or when a creature fails its saving throw against a feature from your Twinkling Motes, you can choose to illuminate the target in cosmic light. While a target is marked in this way, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet, and it can’t hide or benefit from being invisible. If you have two or more creatures marked in this way and you hit a marked creature, you can deal radiant damage to it to any other linked creature equal to your Wisdom modifier (minimum of 1 damage).

A creature marked in this way can make a Charisma saving throw against your spell save DC at the end of each of its turns. On a successful save, it is no longer marked by the light.

### Star Child

*15th-level Stargazer feature*

You have been blessed with the presence of the stars. You gain resistance to radiant damage.

In addition, while you have at least one mote remaining, you have a flying speed equal to your walking speed, during which you can hover.

## 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.

 5th
 9th
 13th
 17th

### Poisoner's Arsenal

*3rd-level Toxicologist feature*

Your poisons are your main weapon against your quarry. You gain proficiency with a poisoner's kit. In addition, once per day as part of a short or long rest, you can spend one 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 a piece of ammunition as a bonus action rather than an action, but doing so only allows them to retain their potency for one 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 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

 Muscle Relaxant
 Neurotoxin
 Sight Stealer
 Tranquilizer
 Undead Blood
 Venom

## URBANITE CONCLAVE

Some rangers feel most at home in the earthy greens of forests and verdant grasslands, others lurk in the darkness or prefer murky depths of the swamps. Urbanites thrive in a new kind of jungle: the jungle of civilization. These rangers excel in navigating through the chaotic sprawl of large cities, and are known for their dogged persistence in hunting the prey that live within.

### Urbanite Magic

*3rd-level Urbanite feature*

You learn the *friends* cantrip if you don't already know it. When you cast it, you don’t need to concentrate on the spell.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Urbanite Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

### Modern Man

*3rd-level Urbanite feature*

You possess the skills necessary to survive in urban sprawl. You gain proficiency in firearms and land vehicles, and you ignore the loading property of firearms.

In addition, when you choose a favoured terrain as part of your Natural Explorer feature, you can choose the urban environment as an option.

### Manhunter

*3rd-level Urbanite feature*

You possess a one-track mind while tailing others. You learn the *hunter’s mark* spell if you haven’t already, and it doesn’t count against the number of ranger spells you know. You can cast the spell once without expending a spell slot, and you must finish a short or long rest before you can do so again. If the target of the spell is a Humanoid, you deal an extra 1d8 damage instead of a 1d6.

### Parkour

*7th-level Urbanite feature*

Your time spent navigating through urban sprawl has given you superior mobility. Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.

In addition, you gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, or Stealth.

### Unrelenting Pursuer

*11th-level Urbanite feature*

You are ruthless against your quarry. The extra damage from your *hunter’s mark* is now a 1d8. If the target is a Humanoid, the extra damage is a 1d10. You also gain the following benefits against a creature marked in this way:

* Once on your turn, when you take the Attack action, you can make an additional attack as part of the same action
* When the creature damages you with an attack or harmful spell, you can use your reaction to make one weapon attack against it. If you hit, you can force the creature to succeed on a Constitution saving throw against your spell save DC or have it be stunned until the end of its next turn.

In addition, you have advantage on Constitution saving throws made to maintain concentration on a spell.

### Crowd Cover

*15th-level Urbanite feature*

You use your experience fighting in dense spaces to protect yourself from attacks. While you’re within 5 feet of at least two other creatures, attack rolls against you have disadvantage.

In addition, when an attacker you can see hits you with an attack, you can use your reaction to choose a number of creatures you can see within 5 feet of you, other than the attacker, up to your proficiency bonus. You divide the damage you take equally with the chosen creatures.

## VEILED CONCLAVE

The Veiled Conclave began as a band of elite elven archers, well-versed in stealth, tracking and of course, marksmanship. The tactics and techniques they developed were revolutionary at the time, but efforts to keep them secret failed and the band eventually became a looser conclave that permitted anyone who could show the requisite abilities to join.

     The conclave takes its name from the distinctive silken veils that its members wear over their faces - a visual reminder that these rangers value silence above all.

### One Shot, One Kill

When you choose this conclave at 3rd level, you begin to practice a style of combat that promotes precision over volume of attacks. One per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 damage to the target if you haven't moved since the beginning of your last turn.

### Overwatch

Beginning at 5th level, if you are holding a ranged weapon and a hostile creature that you can see moves into or within the normal range of that weapon, you can use your reaction to make an opportunity attack against that creature using your ranged weapon.

### Concealed Position

At 7th level, given enough time, you can prepare hidden sniper nests. A nest takes 10 minutes to construct and occupies a 10-foot square of ground. While inside the nest, you have three-quarter cover and can see out unhindered. Neither you nor the nest can be seen by any creature or sensor more than 30 feet away, even if you make an attack from inside, though you can still be heard and detected by divination spells that penetrate more than one inch of wood.

     Once you leave a nest, you can't benefit from it again.

### Beso Tóxico

At 11th level, you have learned special techniques for poisoning your arrows. You gain proficiency in the poisoner's kit, if you didn't have it already, and you can now use a bonus action on your turn to coat a melee weapon or up to ten pieces of ammunition with poison. Additionally, whenever you deal damage with a poisoned weapon, you deal one additional die of poison damage, ignore resistance to poison damage, and treat immunity to poison damage as if it were only resistance.

### Disappear

By 15th level, you are a true master of stealth, able to fade into thin air. When you take damage, you can use this ability to become invisible until the beginning of your next turn and move 5 feet without provoking opportunity attacks.

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