Base Class: Ranger
Feytouched rangers hail from locations close to- or even on the other side of- portals to the feywild. Their experience with magical surroundings and affinity with the fey more grants them a strangeness, an innate magic that they use to protect their realms more easily.
Embrace Aspect
Starting when you take this conclave at 3rd level, you may spend 1 hour to attune yourself to an aspect of nature. You choose to pledge yourself to the Ancient, the Destroyer, or the Stalker, as seen below. As a bonus action, you may embrace this aspect, becoming an avatar of the fey. You may choose to relinquish this bond on your turn, and may benefit from an aspect for a number of rounds equal to your ranger level per long rest. These rounds do not need to be consecutive. You can change your aspect during a short rest.
The Ancient
A ranger embracing the aspect of the ancient taps into the fey reverie- a dream-like realm that holds many of nature's deepest secrets, and the origin of many fey powers. As an avatar of the ancient, you gain the following benefits.
Treewalker. Your vertical and long jump distances are doubled for the duration.
Magic Resistance. You have advantage on saving throws against spells and magical effects. In addition, whenever you resist a magical effect, you are healed for 1d8 hit points.
Nature's Command. As an action, you issue a command against creatures of nature. Every beast, fey, and plant that can see or hear you must make a Wisdom saving throw (DC= your Spell Save DC). On a failed save, the creature is turned for one minute or until it takes damage. A turned creature spends its turn moving as far away from you as it can and cannot willingly move to any space within 30 feet of you. It also cannot take any reactions. It may only use the Dash action to try to escape from an effect which prevents it from moving. If it cannot move, it may take the Dodge action.
The Destroyer
A ranger who embraces this aspect aligns with the Unseelie Court, and has at their command the destructive power of nature itself. As an avatar of the destroyer, you gain the following benefits.
Treewalker. Your vertical and long jump distances are doubled for the duration.
Elemental Might. You have resistance against fire cold, and lightning damage. Additionally, your spells and attacks ignore any fire, cold, or lightning damage resistances your targets have, and treat immunities to these elements as resistance.
Smite Defiler. Your attacks and damaging spells against aberrations, constructs, monstrosities, oozes, and undead deal an additional 1d8 damage of the same type as the initial attack or spell. you may expend a single ranger spell slot when you hit any of these types of creatures to deal an extra 1d8 damage per spell slot level, in addition to the d8 dealt by this feature.
The Stalker
A ranger embracing the stalker embodies the stealt and keen senses natural to most animals and fey. No one can hide from these rangers.
Treewalker. Your vertical and long jump distances are doubled for the duration.
Heightened Senses. You have advantage on Perception checks, and have 30 feet of blindsight, as you rely on instinct and senses other than vision.
Twilight Cloak. You can draw upon the power of the Reverie to cloak yourself. As an action on your turn, you may hide anywhere as though heavily obscured. You become revealed after you make an attack with a weapon or spell, otherwise you may choose to remain hidden until you are no longer the avatar of the Stalker.
Fey Cunning (For Unearthed Arcana Ranger)
Starting at 5th level, you gain one metamagic option from the Sorcerer's metamagic list, and a number of sorcery points equal to 1/2 your level.
If playing a non-magic ranger, you gain extra attack instead of this feature.
Fey Step
Starting at 7th level, difficult terrain no longer impedes your movement. Additionally, your devotion to protecting nature gifts you with access to the Crossroads. You can cast Dimension Door once per short or long rest. You can cast Dimension Door twice per short or long rest at 13th level, and three times at 18th level.
Fluid Embrace
Starting at 11th level, you may use your Embrace Aspect ability twice per long rest. Additionally, while you are the avatar of one aspect of nature, you may change this aspect as a bonus action on your turn, and remain in your new aspect form for the remaining duration. You may only change aspects this way once per long rest.
Quickening Zephyr
Starting at 15th level, you can beseech nature as a bonus action to give you the speed of the wind. During your turn, you may act and move twice. You must finish a long rest before you can use this ability again.
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