Ranger Conclave

Aspect of Nature Conclave

Some rangers do not just feel at home in the wild, they feel a kinship with the natural world and its denizens. Members of the Aspect of Nature Conclave have such a strong connection to the natural world that they are able to use their magic to take on powerful aspects of beasts, plants, and elementals. These aspects enact changes to the ranger's body, and grant them temporary abilities.

Natural Aspects

At third level, you learn to use your magic to embody the essential aspects of nature in their simplest and purest

form. You can use this feature twice. You regain

expended uses when you finish a short or long

rest.

As a bonus action, you can take on an aspect

from the aspects you know. You can maintain an

aspect for a number of minutes equal to

your ranger level divided by three (rounded down). You

then revert to your normal form unless you expend another use of this feature. You can only have one aspect active at a time. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Unless otherwise noted, the ranger maintains all statistics not explicitly mentioned by the aspect description.

At 5th level, and again at 7th and 11th level, you can choose an aspect you know and replace it with another aspect that you have access to.

Bestial Aspects

Starting at 3rd level, you know two aspects that grant you the power of beasts. Choose two aspects from the following.

Scent. Your nose becomes large and wolf-like. You have advantage on Wisdom (Perception) checks that rely on smell. If a creature you can smell is within 10 feet of you, you do not have disadvantage on attack rolls or ability checks against that target even if they are obscured, invisible, or otherwise unable to be seen.

Fleet-Footed. Your legs become slightly longer, and your feet take on a mammalian appearance. Your speed increases by 30 feet. You ignore movement restrictions caused by natural terrain.

Tooth and Claw. Your features become bestial, and your teeth grow large and sharp or your sprout sharp claws from your hands. You gain a bite or claw natural weapon (your choice) which you can use to make unarmed strikes. If you hit with it, you deal piercing (bite) or slashing (claw) damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you use the Attack action to make an attack with a weapon, you can use your bonus action to make an additional attack with your bite or claw natural weapon. You cannot use this aspect in conjunction with Poison.

































































Poison. Sharp fangs emerge

from your mouth, dripping with

poison. You gain a bite attack as a

natural weapon which you can use

to make unarmed strikes.

If you hit, you deal piercing

damage equal to 1d4 + your

Strength modifier and 1d8 poison

damage. In addition, once per turn, when you make an attack roll with a weapon, you can coat the weapon in poison as part of the attack. On a hit, it deals an additional 1d8 poison damage, and the poison is used up. You cannot use this aspect in conjunction with Tooth and Claw.

Waterborne. You grow gills, and your hands and feet become webbed. You can breathe air and water. You gain a swim speed of 30 feet.

Standing Leap. Your legs become like a frog's legs. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.

Charge. Long, sharp tusks grow from your mouth, or a large set of antlers rises from your forehead. If you move at least 20 feet in a straight line toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage. If your target is a creature, it must succeed on a Strength saving throw or be knocked prone. The DC of the saving throw is equal to 8 + your proficiency bonus + your Strength modifier.