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.

You can use this feature a number of times as shown on the Ranger table before needing to finish a long rest to use it again. If your quarry falls to 0 hit points, you may move your Mark to another target as a bonus action on a subsequent turn within one minute without expending another use of this feature.

Also at 2nd level, you gain the ability to mark a target within 90 feet of you as your quarry using a bonus action. You focus your attention on its behaviors, sounds, and smells in order to predict your target's every move. You can maintain this Mark for up to an hour on a target, and you gain advantage on any Perception or Survival checks you make in order to find your quarry. Marked targets take an additional 1d6 of damage each time you hit them with a weapon attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes

Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic, its short-term needs (like food or safety), and actions you can take (if any) to persuade it to not attack.

At 2nd level, your familiarity with the natural world allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

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.

In addition, you are skilled at navigating the wild. You gain the following benefits when traveling for at least an hour:

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:

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. You gain an additional favored enemy (and associated language) at 6th and 14th levels. Your damage bonus increases to +2 at 6th level, and your attack bonus increases to +2 at 14th.

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 +1 bonus to attack and damage rolls with weapon attacks against creatures of the chosen type.

By 20th level, you have unparalelled instincts. Your Wisdom increases by 2, even if it's 20 or above. In addition, once on each of your turns, you can add your Wisdom modifier to either 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.

At 18th level, you're a master of improvised battlefield terrain. You gain a +2 bonus to your AC while in half- and three-quarter cover in addition to cover's usual bonuses of +2 and +5, respectively.

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.

At 14th 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.

In addition, when you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, you can make your Stealth check with advantage. You lose this benefit if you start moving or fall prone, requiring a new stealth check (without advantage) if you wish to remain hidden. Attacking, whether you hit or miss, ends this effect, and your target is made aware of your presence.

Camouflaging a campsite in this way grants the creatures within its radius a +10 bonus to Stealth checks to remain concealed from creatures. Anything overt, such as a fire or talking above a whisper, negates this benefit.

At tenth level, you're familiar with group travel and avoiding detection. You can spend 30 minutes using locally found resources and naturally occurring materials to camouflage a camp site and hide up to 6 medium sized companions in a 15 foot radius. By doing so, you also eliminate any tracks or other traces from your group’s traveling in the immediate area surrounding the camp.

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attacks. If you hit a creature within 5 feet of you with a ranged attack, that creature cannot use its reaction until the start of its next turn.

By sixth level, you've gained enough experience through combat with beasts and unruly creatures that you can react to the unexpected with ease. You gain one of the following features of your choice as a result of your efforts.

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.

This DC is used regardless of who is the one holding or using the Concoction, as you are the one who created it.

When you gain this feature, you know three Concoction recipes. Your recipe options are detailed at the end of the class description. You learn another recipe at 5th, 9th, 13th, and 17th levels. Concoctions increase in potency as you gain levels, which are described at the end of each recipe. When you learn a new recipe in this way, you can choose to forget another recipe you already know in order to replace it with a different one. Concoctions expire after a week of no use.

You can spend your time traveling collecting materials and mixing Concoctions, although it takes you twice as long as it would normally. Foraging for materials and crafting Concoctions cannot be done while taking a short rest.

Starting at third level, you can craft various helpful Concoctions using natural materials. For every hour that you spend foraging for and mixing ingredients, you can make a number of Concoctions equal to your twice your Wisdom modifier (minimum 2). You can make and maintain a number of Concoctions up to twice your proficiency bonus before needing a long rest, regardless of whether you or your allies are the ones holding them.

Your companion can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regains all expended uses after finishing a long rest.

If one of the creature's attacks would still hit an ally after rolling with disadvantage, your companion can use its reaction to block the attack with its own body, causing it to take the damage instead.

Also at 15th level, your companion can use a bonus action on its turn to interfere with the attacks with a Large or smaller creature within 5 feet of it. As long as it is within 5 feet of the companion, that creature has disadvantage on any attack roll that doesn't target the companion until the beginning of your companion's next turn.

Starting at 15th level whenever you see a creature within 30 feet of you hit your companion with an attack, you can choose to use your reaction to alert and brace your companion against it: halving the attack’s damage against it.

Furthermore, being around Concoctions has improved your companion's natural acclimation to toxins. Your companion gains resistance to poison and deals an additional 1d4 poison damage with its attacks.

At 11th level, you and your animal companion form a perfectly orchestrated fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Also at 7th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it with a separate attack roll for each target. It can use this feature a number of times equal to your Wisdom modifier (a minimum of once) before needing to finish a long rest.

At 7th level, while you and your companion can see each other, your companion has advantage on all saving throws.

By 5th level, you and your companion form a pack-like bond. You can both benefit the from the effects of Draughts and Vials that you drink while next to each other.

Your animal companion gains a variety of benefits while it's linked to you. It's recommended to have a character sheet for a companion, as they are treated as a separate creature with unique abilities and statistics.

If your companion dies, you can make a special Concoction using pieces of fur, scales, or feathers from your late companion and an assortment of rare, forageable components. The process of foraging and creating this Concoction is slow and delicate, taking you 8 hours of concentrated effort. You can give this Concoction to a new companion, granting them the knowledge and experience of its predecessor.

As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.

Companions can be selected from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these for you based on the surrounding terrain and available wildlife. Consult your DM if you would like to form a bond with a different creature than those listed.

At 3rd level, you form a powerful bond with a creature of the natural world. Whether it be by a life-altering event, a mutual sense of understanding through chance encounters, or by some other force, you and a creature become partners. In the event where there isn't a narrative behind your companion's appearance at 3rd level, you may spend 8 hours and 50gp worth of powerful, rare herbs to call forth a creature from the wilderness to serve as your companion. You can only have one companion at a time.

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, becoming a well-orchestrated force as they grow closer together.

Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who despoil it.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). Once a creature regains hit points from a poultice, it cannot do so again until it finishes a long rest.

Also at 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing a number of such poultices equal to your Wisdom modifier (minimum 1). This cannot be done while foraging for other Concoction ingredients. You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). Only you can apply these Poultices. After 24 hours, poultices that you have not used lose their potency.

At 3rd level, you start creating Concoctions to be absorbed through the skin. When you would normally use a Draught or Vial on an ally, you can choose to hurl it up to 30 feet at them instead as an action. The vessel shatters upon impact and the creature gains the benefits of the Concoction as normal. A creature affected by a thrown Concoction gains only one serving's worth of the effects. If there are servings left for multiple uses, they are lost upon impact.

You learn an extra Concoction recipe at levels 5 and 13. These recipes do not count towards your total recipes known, nor does knowing them improve your other Concoctions.

Rangers who choose to devote themselves to the mastery of herbal potions and poisons will follow the Harvest Conclave. These rangers are more concerned with the health of local flora than they are of society, and tend to develop an innate understanding of how one ingredient will react with another.

Only you can benefit from this Vial, and you cannot drink it again until you finish a long rest. This Concoction recipe does not count towards your total recipes known, nor does knowing it improve your other Concoctions.

Vial of Swiftness You devise a new Concoction recipe that that grants your hands supernatural agility. For one minute after drinking it, you can make two ranged or melee weapon attacks as a bonus action on each of your turns. Melee attacks made in this way must be done using a weapon with the finesse property. You do not add any ability modifier to the damage of these extra attacks.

Assault Breaker When a hostile creature misses you with a melee attack, you can use your reaction to redirect it and force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Whirlwind Attack You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Volley You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Vanish You can use the Hide action as a bonus action on your turn. Also, you cannot be tracked by nonmagical means, unless you decide to leave a trail behind.

One Fluid Motion If you use a Draught as an action on your turn, you may make a single weapon attack as a bonus action.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shadowy Figure You're most comfortable while out of sight and mind. Once per turn, you can deal an additional 2d6 damage to a target you are hidden from if you hit them with an attack. The damage increases as you gain Ranger levels, becoming 4d6 at level 7, 5d6 at level 11, and 6d6 at level 15.

Overdoser You're no stranger to poisons. You can drink a Healing Draught up to twice per hour without needing to roll a Constitution saving throw, and the damage from your Bloodfire Poison, Acidic Flask, Tar Flask, and Glow Potion is increased by 1d4 so long as you're the one making the attack.

Colossus Slayer Your tenacity can wear down the most potent foes. Once per turn when you hit a creature with a weapon attack, that creature takes an extra 1d8 damage if it’s below its hit point maximum.

Starting at 3rd level, you know how to turn a missed strike into a potential success. Once per short rest, when you miss an enemy with a weapon attack, you can choose to reroll it and use the second result.

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

As an action, you can hurl this Concoction at a creature or object within 30 feet of you. The Flask shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d8 + your Wisdom modifier of acid damage. An object is automatically hit, and the damage is maximized.

At higher levels: For each recipe you learn after 3rd level, you learn how to increase the duration of this Draught by an extra hour. In addition, its potency increases with each new recipe, granting an additional +1 bonus to AC (but still to a maximum of 16).

Drinking this Concoction temporarily tightens and reinforces the creature's skin for one hour, increasing their AC by 2 to a maximum of 16. They can only gain this benefit once per short rest.

If a creature attempts to drink two or more Healing Draughts within an hour, they must make a successful Constitution saving throw. On a success, the creature regains hit points as normal. On a failed save, the creature takes 1d4 poison damage, is not healed, and automatically fails any further Constitution saves from a Draught for the next hour. If a creature is reduced to 0 hit points in this way, they are knocked unconscious but are considered stable.

Drinking this Concoction regains health equal to 1d8 + your Wisdom modifier + the healed creature's Constitution modifier (minimum of 0). This Draught can be administered to another willing creature as an action.

There are no spells with this Ranger, so Concococtions are meant to replace some of the utility that's lost in translation. Because these can be handed out to other allies, their power is inherently increased. The time that it takes to create these is factored into their balance as well, as Concoctions don't just show up each dawn like a spell slot can. Because of these pros and cons, these Concoctions should be, on average, a little bit less powerful than their magical counterparts.

Concoctions are made in Flasks, Vials, and other assorted vessels using naturally-occurring materials. Depending on the ranger who makes them, their effects can vary wildly. And, like with all skills, Concoctions get better with practice. Using a Concoction takes an action unless otherwise specified.

By 15th level when you roll for initiative and have no Concoctions left, you can cobble together enough leftover ingredients to create two Concoctions from your known recipes. If you have already made the maximum amount since your last long rest, you create one instead.

Concoctions made in this way do not count towards the maximum number you can create before needing a long rest, but do count towards the maximum number you can maintain at a given time.

By 11th level, you see opportunity in the remains of fallen creatures. As an action, you can harvest a dead creature for materials in order to make one Concoction from your known recipes. You can use this ability twice before needing to finish a long rest to use it again.

You can continue to benefit from eating Rushseeds after you reach this limit, but you suffer from one point of exhaustion for every time you eat an extra Rushseed.

Only you can benefit from Rushseeds in this way. You can safely use this ability a number of times equal to your Wisdom modifier before needing to finish a long rest.

At 7th level, you discover a seed that gives small but intense bursts of energy. By keeping a handful of them in a nearby pouch, you can use a bonus action to eat a Rushseed. If you do, you may immediately make a single weapon attack.

In addition, your thrown Flasks that strike an enemy creature deal 1d4 + your Wisdom modifier of slashing damage upon a successful hit and gain the bonus damage from your Marked Prey ability.

At 5th level, Concoctions become second nature to you. The maximum number of Concoctions you can maintain increases by 2. Also, you can forage for and mix Concoctions at your normal rate while traveling, even if you are also responsible for navigating.

Glimmerbug Flask As an action, you can hurl this Concoction at a creature or point within 30 feet of you. The Flask shatters on impact, sending countless glittering shards of dust into the air within a 10-foot radius sphere. Creatures within that sphere must make a Dexterity saving throw. If they fail, they are covered in the dust. Creatures coated in the fine dust seem to shimmer, making them easier to target. Attacks against creatures covered in this dust are made with advantage. The dust comes loose and falls away after one minute. At higher levels: By 9th level, you've learned how to polish the Glimmerbug fragments even further, causing affected creatures to have disadvantage on any Stealth checks that they make.

Tar Flask As an action, you can hurl this Concoction at a creature or location within 30 feet of you. The Flask shatters on impact, spreading the Tar in a 10-foot radius to make it difficult terrain. Contact with the air dries the Tar quickly, making it lose its stickiness after one minute of exposure. Targets within 5 feet of the point of impact must make a Dexterity saving throw. On a successful save, the creature avoids the worst of the Concoction, but must still make its way through the difficult terrain. On a failed save, the creature is covered in the thick Tar, restraining it for up to one minute before it loses its hold. The creature can use its action every turn to make a Strength saving throw and extract itself from the Tar. At higher levels: By level 5, your Tar can now cover creatures within 10 feet of the impact instead of 5. At level 9, you can craft this Concoction using flammable ingredients. Your Tar can now be set alight once it's spread, causing creatures who enter or start their turn in the flaming terrain to take 1d4 fire damage. Once set on fire, the Tar burns away after 30 seconds or 5 rounds of combat. A creature covered in the Tar remains lit and takes fire damage until they extract themselves from the Tar or it burns away. And, by level 13, you've also started to incorporate basic toxins into the Tar, causing it to deal 2d4 acid damage to creatures covered in it at the start of their turn.

Firewater Flask As an action, you can hurl this Concoction at a creature or point within 30 feet of you. The Flask shatters on impact. The Concoction inside is extremely volatile and painful to breathe, and when exposed to air in this way, creates a 10 foot radius spherical cloud of hard-to-breathe noxious vapor. Creatures inside this cloud at the start of their turn must make a Constitution saving throw. On a failed save, the creature's eyes begin to sting unbearably, causing any attacks it makes on that turn to be made with disadvantage. If a creature has Blindsight, Tremorsense, or has no eyes, this Concoction has no effect. The cloud dissipates on its own after one minute. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. You can drink this to become drunk, although it isn't the most pleasant way to do so. Drinking one of these Flasks will intoxicate a creature on a failed Consitution saving throw. At higher levels: By 9th level, you've learned how to make this Concoction flammable. If the cloud is set alight by either magical or nonmagical means, the cloud is ignited into a ball of flame and dissipates. Creatures caught in the flame take 4d6 fire damage, and anything flammable within it is set aflame. At 13th level, the damage increases to 6d6, and at 17th level becomes 8d6.

Vial of Everlasting Air Drinking this Concoction as a bonus action boosts the drinker's lung capacity, tripling the duration a creature can hold its breath for. This Concoction's effects last for one hour. At higher levels: As you gain experience, you're able to concentrate this Concoction to create additional servings for you and your allies. For each recipe you learn after 3rd level, you can concentrate it enough to provide an additional serving. At level 13, the Concoction's potency is also increased: creatures who drink this Vial can now hold their breath for up to five times their normal duration.

Glow Potion You create a swirling, luminescent mixture that emits bright light for 20 feet and dim light for another 20 feet. This Concoction contains enough liquid for five servings, with each serving glowing for up to an hour. You can add trace amounts of chemical reagents as a bonus action to change the color of the light or pause the effect, saving the remaining glow time for later. You can control the brightness with clever chemical applications. You can hold this Concoction out or attached to a belt and have it emit this light. As an action, you can apply one serving of this mixture to an item or willing creature. You can wipe the mixture off to snuff out the light as a bonus action. If you attempt to apply this mixture on an unwilling creature, it must make a Dexterity saving throw to avoid it. At higher levels: At 5th level, you learn how to improve the brightness of the potion. The Concoction can now shed bright light for up to 30 feet around and dim light for an additional 30 feet. By 9th level, you learn how to make the mixture slightly acidic using more toxic components. By expending a serving as an action, you can dip a blade or arrow in the Concoction before making a weapon attack. On a successful hit, the target takes an additional 1d6 acid damage, and the next attack roll made against this target before the end of your next turn has advantage thanks to the now glowing wound.