Ranger Conclave Capstone Abilities

by RangerDman

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Ranger Conclave Capstone Abilities

With your DM's approval you can exchange your level 20 Foe Slayer feature with another Ranger Capstone ability that is unique to the Ranger Conclave you have chosen.

Beast Master

Beast of Myth

At 20th level your beastly companion has a become a veritable spirit of nature rather than a simple animal.

Your beast gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, as well as being immune to being charmed or frightened while it can see you. Also you can cast the following spells on your beast at will, without expending a spell slot or requiring concentration: Beast Bond, Beast Sense, Locate Animals and Plants and Speak with Animals. The range requirement for these spells can be ignored as long as you only target your beast companion and you are both on the same plane of existence.

Additionally after your beast companion takes any of it's actions, it can teleport within 5 feet of you once on it's turn.

Gloom Stalker

Killer in the Shadows

At 20th level, you learn how to creep through the shadows stalking your prey while remaining unseen.

Your darkvision can see through any magical darkness and you gain a blindsight with a range equal to your darkvision radius.

Additionally when you are in an area of dim light or darkness, you can use your bonus action to either become invisible until the start of your next turn or teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. If you use either option, you have advantage on the first weapon attack you make before the end of the turn.

Horizon Walker

Teleportation Mastery

At 20th level, all of time and space are your's to control and change at your discretion.

You can use your Detect Portal feature at will, your Planar Warrior feature now deals 3d8 force damage, and when you use your attack action, you can use your Distant Strike feature to teleport to an unoccupied space within 10 feet of any creature you have attacked or will attack on your turn.

Additionally, you can add any teleportation type spell of fifth level or lower to your Ranger spell list and you also learn the Teleport spell. You can cast Teleport either as an action or bonus action once without expending a spell slot and you can not do so again until you finish a long rest or expel a number of spell slots equal to 7th level, such as a 5th level spell slot and 2nd level spell slot.

Hunter

Signature Strike

At 20th level, you gain one of the following features:

  • Hunter's Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action or bonus action. You can use this feature twice and regain all expended uses on a short or long rest, but you can only use this feature once per turn.

  • Hunter's Rage. As a bonus action, you can enter a rage until the start of your next turn. In addition to all the normal benefit's provided by rage, while raging your movement is increased by 5 feet, on a critical hit you can roll an extra damage die and you can use the reckless attack feature.

  • Primal Smite. When you hit a creature with a weapon attack, you can expend one spell slot to deal either Acid, Cold, Fire, Lightning, Poison, or Thunder damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a favored enemy, to a maximum of 6d8.

  • Sneak Attack Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. If you deal your sneak attack damage, you can dash, disengage, or hide as a bonus action on the same turn.

Monster Slayer

Legend Slayer

At 20th level, you are considered a master hunter and your skill at felling even the most formidable of creatures is now legendary.

When you use designate a creature with your Slayer's Prey ability you also mark it with your Hunter's Sense feature automatically. Any creatures within 60 feet of the target are also marked by your Slayer's Prey ability until the end of your next turn. Additionally, the damage die for Slayer's Prey, Supernatural Defense die and range for your Slayer's Prey feature are all doubled.

Lastly when you designate a creature with Slayer's Prey if you use your Mage-User's Nemesis feature on that creature, the range of the ability is doubled. Your reaction and the use of the ability are not expeneded if the target succeeds on it's saving throw.