Ranger
Base Class: Ranger

Commandos are designed to go in alone, scout or attack, and then retreat without being seen, or unharmed if discovered. They are expected to undertake missions deep into hostile territory and survive without the aid of friendly forces. They often find themselves fighting creatures that are supernatural without having a supernatural means to fight back.

NOTE: This conclave works best when paired with the QuixoticDragon Homebrew nonmagic variant and Unearthed Arcana Ranger. While it is still technically compatible with the original PHB ranger, Tactical Takedown is a key feature, and is not available to that ranger due to overlap with Extra Attack.

Special Ops

Starting when you choose this conclave at 3rd level, you gain proficiency with the Stealth skill and Thieves’ Tools.

Additionally, your swimming and climbing speeds match your normal walking speed, and you gain all benefits of your Natural Explorer feature when in urban settings such as villages, cities, sewers, castles, and war camps.

Briefing

Also at 3rd level, you have gained the skills or the support staff necessary to gain specialized information regarding your mission objectives. If you spend an hour scoping out your enemy (either through dossiers or by firsthand observation), you can gain one of the following features until your next long rest:

  • You have advantage on all attacks against one specific creature
  • You deal double damage to one specific building or construct
  • You know the general location and status of a specific ally

Tactical Takedown (For Unearthed Arcana Ranger)

At 5th level, if you are using a finesse or ranged weapon, and have advantage on the attack or an enemy of the target is within 5 feet of it, you can do one of the following:

Choke. You can make a grapple check against the target if you are within 5 feet of them. If the grapple succeeds, you can maintain the grapple by re-rolling each round. If you maintain the grapple for a number of rounds equal to or greater than the target’s constitution saving throw modifier, they fall unconscious, but are stable. If the grapple check fails, the timer resets. If the target does not need to breathe, this takedown automatically fails.

Interrogation. You can restrain and interrogate your target as part of your attack as long as the creature is within 30 feet. You gain advantage on Intimidation checks and the creature being interrogated is restrained for one round. While interrogating a creature in this way, you cannot attack any other creatures, but you can complete the triggering attack- before or after your question- dealing the normal damage for the weapon you’re using. If you are within 5 feet of the target, you can move to a Choke takedown instead of attacking if you wish, but the countdown to unconsciousness doesn’t start counting until the following round.

Snapshot. Your quick reflexes let you attack again. You have extra attack for one round.

Targeted Strike. You can target a vulnerable point on the creature- a weak point in their armor, an artery, etc. If you have advantage on an attack, you can forgo advantage to apply the effects of a critical hit to your attack as long as you hit with the non-advantaged roll.

Quick Work

At 7th level, whenever you score a critical hit, reduce a creature to 0 hit points with a weapon attack, or knock a creature unconscious, you may immediately move up to half your speed and take a hide action. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1). You regain all uses of this feature upon completing a short or long rest.

Specialized Tactics

Starting at 11th level, when you complete a long rest you may choose one fighting style option from the Fighting Style list that you do not know. You are treated as having that fighting style until you start a long rest. The following option is added to the list of Fighting Styles for you.

Close Quarters Combat

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and simple melee weapons, as long as you are not wielding a shield. You can roll a d8 in place of the normal damage of your unarmed strikes or simple weapons. This does not scale. When you use the Attack action with an unarmed strike or simple weapon on your turn, you can make one unarmed strike as a bonus action.

Adrenaline Rush

Starting at 15th level, as long as you are not surprised, you can immediately take one round worth of actions upon combat starting. This grants you an Action, Movement Action, and Bonus Action, but due to rounds overlapping, does not grant an extra Reaction.

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