Base Class: Ranger
After a century of slumber, Rangers of the Wild Conclave awaken to a world reclaimed by nature and shadowed by an ancient, festering malice. Stripped of their memories but guided by an indomitable courage, these solitary wanderers are drawn to the ruined, wild places of the world. They do not rely solely on the traditional primal magic of their peers; instead, they wield forgotten technology and the relics of a bygone era. Armed with an enigmatic, glowing slate, they manipulate the battlefield by freezing foes in time, conjuring glacial pillars, and detonating remote explosives.
Survival for these rangers requires unmatched adaptability and a mastery of a vast arsenal. They are experts in guerrilla warfare, seamlessly shifting between close-quarters swordplay and aerial archery, relying on their supernatural reflexes to turn an enemy's strike into a devastating counterattack.
As they journey to reclaim their past and push back the darkness, these rangers begin to channel the echoes of legendary heroes who came before them. Whether they are summoning massive updrafts to take to the skies, calling down devastating lightning storms, or unleashing beams of radiant light from their blades, a Ranger of the Wild Conclave is a one-person army destined to become a living legend.
Conclave Spells
You learn an additional spell when you reach certain levels in this class. These count as ranger spells for you and don't count against your number of ranger spells known.
3rd: Feather Fall
5th: Locate Object
9th: Haste
13th: Freedom of Movement
17th: Hold Monster
The Sheikah Slate
You acquire a mystical, tablet-like device that acts as a spellcasting focus and grants you four unique Rune abilities. You can use these Runes a combined number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
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Remote Bomb: As an action, you throw an energy explosive at a point you can see within 30 feet. Each creature within a 10-foot radius must make a Dexterity saving throw against your spell save DC, taking 2d10 force damage on a failed save, or half as much on a successful one. You can choose to delay the detonation for up to 1 minute, triggering it later as a bonus action.
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Stasis: As a bonus action, you target one Medium or smaller creature or object within 30 feet. The target must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of your next turn.
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Magnesis: As an action, you cast the Levitate spell without expending a spell slot, but you can only target objects made primarily of metal.
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Cryonis: As a bonus action, you create a 5-foot cube of solid ice on a surface of water you can see within 30 feet. It provides half-cover and can bear up to 1,000 pounds. It lasts for 1 hour or until you dismiss it.
Hylian Insticts
Your perception of time slows in crucial moments. You gain two tactical reactions:
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Flurry Rush: When a creature misses you with a melee attack, you can use your reaction to immediately make one melee weapon attack against them with advantage.
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Bullet Time: If you fall at least 10 feet on your turn, you can use your reaction to make one ranged weapon attack with advantage before you hit the ground.
Echos of the Champions
You have forged a spiritual connection with four ancient champions, granting you a suite of distinct tactical abilities. You can use each of the following abilities once, and you regain all expended uses when you finish a long rest:
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Revali's Gale: As a bonus action, you conjure a localized updraft that launches you up to 30 feet straight into the air without provoking opportunity attacks. You take no damage from falling from this height
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Mipha's Grace: When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead.
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Daruk's Protection: When you take damage from an attack or spell, you can use your reaction to summon a crystalline shield, reducing the damage taken by 1d10 + your Ranger level.
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Urbosa's Fury: When you take the Attack action, you can replace one of your attacks with a localized burst of lightning. All creatures of your choice within 10 feet of you must make a Dexterity saving throw against your Ranger spell save DC, taking 3d8 lightning damage on a failed save, or half as much on a successful one.
Master Blade
You have proven your courage, allowing you to unlock the evil-banishing power latent in your weaponry. At the end of a long rest, you can bond with one melee weapon. It becomes a magical weapon if it isn't already, and it gains the following properties until you use this feature on another weapon:
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Bane of Malice: The weapon hums with sacred energy. When you hit a fiend, undead, or aberration with it, the target takes an extra 1d8 radiant damage.
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Sword Beam: While you are at your hit point maximum, your attacks with this weapon project sweeping blades of light. The weapon gains a reach of 30 feet. If an attack hits a target from beyond your normal melee reach, it deals radiant damage instead of its normal damage type.
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Unbreakable Form: The weapon cannot be rusted, dulled, shattered, or otherwise destroyed by non-artifact means.
Champion's Connection
Your bond with the ancient heroes reaches its peak, drastically empowering the gifts they bestowed upon you. Your Echoes of the Champions abilities gain the following permanent upgrades:
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Mastered Gale: You can now leap up to 60 feet in the air, and you can use this ability twice per long rest.
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Mastered Grace: When this ability triggers, you now instantly regain hit points equal to 3d8 + your Ranger level, and you gain advantage on all saving throws until the end of your next turn.
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Mastered Protection: When you use this reaction to reduce damage from a creature within 30 feet of you, the attacker must succeed on a Strength saving throw against your spell save DC or be violently pushed 15 feet away and knocked prone.
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Mastered Fury: The lightning damage increases to 6d8, the radius expands to 15 feet, and creatures that fail their saving throw cannot take reactions until the start of your next turn.
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