Ranger Conclaves
At 3rd level, a ranger gains the Ranger Conclave feature. The following options are available to a ranger,
in addition to those offered in the Player's Handbook and Xanathar's Guide to Everything: City Strider, Warden,
City Strider
As a City Strider, you know the ins and outs of civilization and hunt a different kind of game. Whether it's stalking the streets at night in pursuit of justice, or collecting bounties on wanted criminals, the City Strider reacts fiercly and swiftly to anyone who presents a threat to civilization.
City Strider Features
| Ranger level | Feature |
|---|---|
| 3rd | City Strider Magic, Ambuscade, Street Smarts |
| 7th | Mobility |
| 11th | Superior Ambuscade |
| 15th | Skirmisher |
City Strider Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the City Strider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
City Strider Spells
| Ranger level | Spells |
|---|---|
| 3rd | disguise self |
| 5th | hold person |
| 9th | glyph of warding |
| 13th | greater invisibility |
| 17th | passwall |
Street Smarts
When you choose this archetype at 3rd level, you gain proficiency with thieves’ tools and you learn Thieves' Cant.
Ambuscade
Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to creature you hit with a weapon attack that has not acted yet.
When you reach 11th level in this class, the extra damage increases to 2d6. When you reach 18th level in this class, the extra damage increases to 3d6.
Mobility
At 7th level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can you gain the following benefits for the rest of your turn:
- You gain the benefit of taking the Dash or Disengage action.
- You gain a climbing speed equal to your current speed.
- You take half damage from falling.
Superior Ambuscade
Starting at 11th level, you can strike with deadly speed. You have advantage on initiative rolls, and on your first turn during combat you have advantage on attack rolls against creatures that have not yet acted.
Skirmisher
Starting at 15th level, you are difficult to pin down during a fight. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. Then, if the creature's attack misses, you can move up to half your speed. This movement doesn’t provoke opportunity attacks.
Warden
Rangers of the Warden Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
Warden Features
| Ranger level | Feature |
|---|---|
| 3rd | Warden Magic, Acolyte of Nature, Primeval Guardian |
| 7th | Ancient Fortitude |
| 11th | Rooted Defense |
| 15th | Guardian Aura |
Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Warden Spells
| Ranger level | Spells |
|---|---|
| 3rd | entangle |
| 5th | spike growth |
| 9th | conjure animals |
| 13th | guardian of nature |
| 17th | conjure elemental |
Acolyte of Nature
At 3rd level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.
Primeval Guardian
Beginning at 3rd level, you can summon an forest spirit to aide you in combat.
As a bonus action on your turn, you can make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes cold, fire, or lightning damage (your choice) damage equal to 1d6 + your spellcasting ability modifier. When you reach 11th level in this class, the extra damage increases to 2d6 + your spellcasting ability modifier.
Ancient Fortitude
At 7th level, you gain the endurance of the ancient forests. When your Primeval Guardian ability reduces a creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your ranger level (minimum of 1 temporary hit point).
Rooted Defense
At 11th level, you gain the ability to twist and turn the ground beneath you. Whenever you make a successful opportunity attack against an enemy, the ground within 30 feet of you becomes difficult terrain until the start of your next turn.
Guardian Aura
Starting at 15th level, you emanate a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of you, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.