Ranger
Base Class: Ranger

Some rangers become more in tune with their aspects of the wild, eventually opening their bodies to protean energies of raw nature. These energies infuse the Wild Walker, giving them a bestial form possessed of the traits, instincts and raw hunger of the wild. As their connection to the wild deepens, their hunger intensifies and their form grow in strength.

Ravenous Hunter

Beginning at 3rd level, the number of diet points you burn, your stomach capacity, your stuffing limits, and your digestion rate are all doubled.

Also at 3rd level, your hunting prowess has been amplified to feed the beast within you. When you roll a Wisdom (Survival) check to forage and succeed, you find 4 times as much food as you normally would. On a failure, you find 2 times as much food as you normally would on a success. This replaces the benefit to foraging from Natural Explorer.

Wild Nature

At 3rd level, when you join this conclave, choose a wild nature and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Instincts. You gain darkvision out to 60 feet, and you do not have disadvantage on Wisdom (Perception) checks that rely on sight in a lightly obscured area. Additionally, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: AC, current hit points, movement speed, or one of your ability scores.

Charger’s Gait. Your walking speed increases by 10 feet.

Survivor’s Grit. When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to your Constitution modifier.

Charger’s Gait

Your walking speed increases by 10 feet.

Prowler’s Instincts

You gain darkvision out to 60 feet, and you do not have disadvantage on Wisdom (Perception) checks that rely on sight in a lightly obscured area. Additionally, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: AC, current hit points, movement speed, or one of your ability scores.

Survivor’s Grit

When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to your Constitution modifier.

Feral Form

Also at 3rd level, when you join this conclave, you choose a feral form adaptation from the list below. When you reach 11th level in this conclave, you gain a feral mobility adaptation, and when you reach 15th level, you gain a feral weapon adaptation.

As a bonus action, you can expend a use of this feature and adopt your feral form, manifesting your chosen adaptations. The exact nature and appearance of your adaptations are up to you, but should be appropriate to the effects of the feature. Each round you maintain your feral form counts as 1 hour of workout. This increases to 2 hours of workout per round at 11th level and 3 hours of workout per round at 15th level. Your feral form lasts until you dismiss it as a bonus action or for 1 minute. Before your feral form ends, you can expend another use of this feature to extend its duration by 1 minute (no action required).

You can use this feature a number of times equal to half your Ranger level (rounded up), and you regain all expended uses when you finish a long rest.

Prowler’s Stealth. You have advantage on Dexterity (Stealth) checks to hide in natural environments, and can hide even when only lightly obscured by the shadows of trees, foliage, morning mist, or similar natural phenomena. In addition, any hit you score against a creature that is suprised is a critical hit.

Charger’s Aggression. Once on on your turn when you make a weapon attack, you can move up to 10 feet closer to your target through any movement means available to you before making the attack. This movement is in addition to your normal movement speeds, but can't be used if your speed is reduced to 0.

Survivor’s Durability. While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier. You can use a shield and still gain this benefit. Additionally, when you are hit by an attack, you can use your reaction to gain resistance to non-magical bludgeoning, piercing, or slashing damage for that attack.

Charger’s Aggression

Once on on your turn when you make a weapon attack, you can move up to 10 feet closer to your target through any movement means available to you before making the attack. This movement is in addition to your normal movement speeds, but can't be used if your speed is reduced to 0.

Prowler’s Stealth

You have advantage on Dexterity (Stealth) checks to hide in natural environments, and can hide even when only lightly obscured by the shadows of trees, foliage, morning mist, or similar natural phenomena. In addition, any hit you score against a creature that is suprised is a critical hit.

Survivor’s Durability

While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier. You can use a shield and still gain this benefit. Additionally, when you are hit by an attack, you can use your reaction to gain resistance to non-magical bludgeoning, piercing, or slashing damage for that attack.

Natural Predator

At 7th level your wild nature deepens, and you gain one of the following features of your choice. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Senses. You gain Tremorsense out to 30 feet.

Charger’s Bloodlust. You gain a bonus equal to half your Wisdom modifier (minimum of 1) to attack rolls made against your all your favored enemies and against any creature without all its hit points.

Survivor’s Endurance. You gain a number of temporary hit points equal to your Constitution modifier at the end of each of your turns.

Charger’s Bloodlust

You gain a bonus equal to half your Wisdom modifier (minimum of 1) to attack rolls made against your all your favored enemies and against any creature without all its hit points.

Prowler’s Senses

You gain Tremorsense out to 30 feet.

Survivor’s Endurance

Feral Mobility

At 11th level, you choose a feral mobility adaptation from the list below.

Prowler’s Path. You have a swimming speed of 30 feet and a burrowing speed of 15 feet. You can hold your breath for a number of minutes equal to your Constitution score. When you swim, burrow, or walk across loose earth, you can make the space you pass through difficult terrain until the end of your next turn as you disturb the water or ground.

Charger’s Wings. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. Once per round, if you fly at least 30 feet straight toward a creature, and if your next melee weapon attack against it hits, the attack deals an extra 1d6 damage to the target.

Survivor’s Thorns. You have a climbing speed equal to your walking speed. Any creature that strikes you in melee or begins their turn grappling you or grappled by you takes piercing damage equal to your Constitution modifier.

Charger’s Wings

You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. Once per round, if you fly at least 30 feet straight toward a creature, and if your next melee weapon attack against it hits, the attack deals an extra 1d6 damage to the target.

Prowler’s Path

You have a swimming speed of 30 feet and a burrowing speed of 15 feet. You can hold your breath for a number of minutes equal to your Constitution score. When you swim, burrow, or walk across loose earth, you can make the space you pass through difficult terrain until the end of your next turn as you disturb the water or ground.

Survivor’s Thorns

You have a climbing speed equal to your walking speed. Any creature that strikes you in melee or begins their turn grappling you or grappled by you takes piercing damage equal to your Constitution modifier.

Apex Predator

At 15th level your wild nature peaks, and you gain one of the following features of your choice. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Escape. You can use the Disengage action as a bonus action on your turn. Additionally, you have advantage on ability checks and saving throws made to escape a grapple or to end any effect that applies the restrained condition on you.

Charger’s Takedown. Once per round, if you move at least 20 feet in a straight line towards a creature, and if your next melee weapon attack against it hits, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Survivor’s Resilience. You gain advantage on all Strength, Constitution, and Dexterity saving throws against spells and other magical effects.

Charger’s Takedown

Once per round, if you move at least 20 feet in a straight line towards a creature, and if your next melee weapon attack against it hits, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Prowler’s Escape

You can use the Disengage action as a bonus action on your turn. Additionally, you have advantage on ability checks and saving throws made to escape a grapple or to end any effect that applies the restrained condition on you.

Survivor’s Resilience

You gain advantage on all Strength, Constitution, and Dexterity saving throws against spells and other magical effects.

Feral Weapon

Also at 15th level, you choose a feral weapon adaptation from the list below.

Your feral weapon is a natural weapon appropriate to your choice which you can use to make unarmed strikes. When making unarmed strikes with this natural weapon, you can use Dexterity instead of Strength for the attack and damage rolls, you can roll 2d4 in place of the normal damage, they deal the damage type noted in the feature, and they count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Prowler’s Venom. This natural weapon deals piercing damage. If you hit a creature with this weapon, it must pass a Constitution save against your spell save DC or be poisoned and take 2d4 poison damage at the start of each of its turns for 1 minute. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Charger’s Savagery. This natural weapon deals slashing damage. If you hit a creature with this weapon, it and any creatures of your choice that can see you or the target within 10 feet of you must make a Wisdom saving throw against your spell save DC or be frightened by you until the end of its next turn. Creatures besides the target you hit have advantage on this save.

Survivor’s Embrace. This natural weapon deals bludgeoning damage. If you hit a creature with this weapon, the target is grappled with an escape DC equal to your spell save DC. Until this grapple ends, the target is restrained, you can attack that creature with this natural weapon as a bonus action, and you can’t use this natural weapon on another target.

Charger’s Savagery

This natural weapon deals slashing damage. If you hit a creature with this weapon, it and any creatures of your choice that can see you or the target within 10 feet of you must make a Wisdom saving throw against your spell save DC or be frightened by you until the end of its next turn. Creatures besides the target you hit have advantage on this save.

Prowler’s Venom

This natural weapon deals piercing damage. If you hit a creature with this weapon, it must pass a Constitution save against your spell save DC or be poisoned and take 2d4 poison damage at the start of each of its turns for 1 minute. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Survivor’s Embrace

This natural weapon deals bludgeoning damage. If you hit a creature with this weapon, the target is grappled with an escape DC equal to your spell save DC. Until this grapple ends, the target is restrained, you can attack that creature with this natural weapon as a bonus action, and you can’t use this natural weapon on another target.