Revised Ranger: Stalker Conclave
Hit Points
Hit Dice: d10 per Revised Ranger: Stalker Conclave level
Hit Points at first Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (or6) + Constitution Modifier
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Class Features
Favored Enemy
Beginning at 1st level, you have significant
experience studying, tracking, hunting, and even
talking to a certain type of enemy commonly
encountered in the wilds.
Choose a type of favored enemy: beasts, fey,
humanoids, monstrosities, or undead. You gain a
+2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally,
you have advantage on Wisdom (Survival) checks
to track your favored enemies, as well as on
Intelligence checks to recall information about
them.
When you gain this feature, you also learn one
language of your choice, typically one spoken by
your favored enemy or creatures associated with it.
However, you are free to pick any language you
wish to learn.
Natural Explorer
You are a master of navigating the natural world,
and you react with swift and decisive action
when attacked. This grants you the following
benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have
advantage on attack rolls against creatures
that have not yet acted.
In addition, you are skilled at navigating the
wilderness. You gain the following benefits when
traveling for an hour or more:
- Difficult terrain doesn’t slow your group’s
travel.
- Your group can’t become lost except by
magical means.
- Even when you are engaged in another activity
while traveling (such as foraging, navigating,
or tracking), you remain alert to danger.
- If you are traveling alone, you can move
stealthily at a normal pace.
- When you forage, you find twice as much food
as you normally would.
•
- While tracking other creatures, you also learn
their exact number, their sizes, and how long
ago they passed through the area.
Fighting Style
At 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the
following options. You can’t take a Fighting Style
option more than once, even if you later get to
choose again.
Archery
You gain a +2 bonus to attack rolls you make
with ranged weapons.
Defense
While you are wearing armor, you gain a +1
bonus to AC
Dueling
When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack.
Ranger Conclave
At 3rd level, you choose to emulate the ideals
and training of a ranger conclave: the Beast
Conclave, the Hunter Conclave, or the Stalker
Conclave, all detailed at the end of the class
description. Your choice grants you features at
3rd level and again at 5th, 7th, 11th, and 15th
level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20
using this feature.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier
game. Choose a type of greater favored enemy:
aberrations, celestials, constructs, dragons,
elementals, fiends, or giants. You gain all the
benefits against this chosen enemy that you
normally gain against your favored enemy,
including an additional language. Your bonus to
damage rolls against all your favored enemies
increases to +4.
Additionally, you have advantage on saving
throws against the spells and abilities used by a
greater favored enemy.
Fleet of Foot
Beginning at 8th level, you can use the Dash
action as a bonus action on your turn.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly
still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you
can opt to not move on that turn. If you avoid
moving, creatures that attempt to detect you
take a −10 penalty to their Wisdom (Perception)
checks until the start of your next turn. You lose
this benefit if you move or fall prone, eithervoluntarily or because of some external effect.
You are still automatically detected if any effect
or action causes you to no longer be hidden.
If you are still hidden on your next turn, you
can continue to remain motionless and gain this
benefit until you are detected.
Vanish
Starting at 14th level, you can use the Hide
action as a bonus action on your turn. Also, you
can’t be tracked by nonmagical means, unless
you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that
help you fight creatures you can’t see. When you
attack a creature you can’t see, your inability to
see it doesn’t impose disadvantage on your
attack rolls against it.
You are also aware of the location of any
invisible creature within 30 feet of you, provided
that the creature isn’t hidden from you and you
aren’t blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled
hunter. Once on each of your turns, you can add
your Wisdom modifier to the attack roll or the
damage roll of an attack you make. You can
choose to use this feature before or after the roll,
but before any effects of the roll are applied.
Starting Equipment
In addition to the equipment granted by your background you have the following equipment:
scale mail or leather armor
two shortswords or two simple melee weapons
-a dungeoneer's pack or an explorer's pack
a longbow and a quiver of 20 arrows
Spellcasting
Wisdom is your spellcasting ability for your
ranger spells, since your magic draws on your
attunement to nature. You use your Wisdom
whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a
ranger spell you cast and when making an attack
roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus
+ your Wisdom modifier
Subclass Options
Deep Stalker Conclave
Most folk descend into the depths of the
Underdark only under the most pressing
conditions, undertaking some desperate quest or
following the promise of vast riches. All too often,
evil festers beneath the earth unnoticed, and
rangers of the Deep Stalker Conclave strive to
uncover and defeat such threats before they can
reach the surface.
Underdark Scout
At 3rd level, you master the art of the ambush.
On your first turn during combat, you gain a +10
bonus to your speed, and if you use the Attack
action, you can make one additional attack.
You are also adept at evading creatures that
rely on darkvision. Such creatures gain no
benefit when attempting to detect you in dark
and dim conditions. Additionally, when the DM
determines if you can hide from a creature, that
creature gains no benefit from its darkvision.
Deep Stalker Magic
At 3rd level, you gain darkvision out to a range of
90 feet. If you already have darkvision, you
increase its range by 30 feet.
You also gain access to additional spells at 3rd,
5th, 9th, 13th, and 15th level. Once you gain a
deep stalker spell, it counts as a ranger spell for
you but doesn’t count against the number of
ranger spells you know.
Deep Stalker Spells:
- 3rd disguise self
- 5th rope trick
- 9th glyph of warding
- 13th greater invisibility
- 17th seeming
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Iron Mind
At 7th level, you gain proficiency in Wisdom
saving throws.
Stalker’s Flurry
Starting at 11th level, once on each of your turns
when you miss with an attack, you can make
another attack.
Stalker’s Dodge
At 15th level, whenever a creature attacks you
and does not have advantage, you can use your
reaction to impose disadvantage on the
creature’s attack roll against you. You can use
this feature before or after the attack roll is
made, but it must be used before the outcome of
the roll is determined.