D&D 5e Ranger Conclave Creation Guide
D&D 5e Ranger Conclave Creation Guide
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Create-A-Conclave: A Ranger Conclave Creation Guide by Matthew Gravelyn 1
INTRODUCTION USING THIS SOURCEBOOK
This book is meant to be a template, a guide to help
The ranger subclass was one of the most difficult to you create your very own ranger Conclave that is
research given the number and scope of updates made compatible with virtually any 5e setting or campaign.
to the ranger class since 5e was released. You may In this way, you have nearly limitless potential to
recall several iteration of a “new” ranger class released entertain yourself and find new ways to bring the
through Unearthed Arcana as well as many homebrew ranger to life in your game.
alternatives to the class. In the end, I based my Each section covers an area of Conclave creation,
research around the content posted on official D&D including an overview of existing options, concepts to
websites as well as subclasses found in more recent consider during creation, and how to balance the
official publications. For the purposes of this guide, I features that go into a Conclave.
am omitting the content found in the originally This book is based on research of the official ranger
published Player’s Handbook. Conclave options. Using that research as a framework,
That being said, even though the current iteration I created this guide to help you create a Conclave as
of the ranger subclass is simply called an “archetype”, quickly and easily as possible.
for the sake of unique naming I’m still calling this
guide Create-A-Conclave, the original title for ranger
subclasses. EXAMPLES
I hope you enjoy this guide. Always remember to Included at the end of each section are two example
consult with your DM and other players before using Conclaves that I have created following this guide. Feel
homebrew at the table. This is doubly true for rangers, free to use these Conclaves in your game, but their true
as there may be several different notions of what a purpose is to illustrate the practical application of the
ranger even is any more. In this way you can make guide.
sure your subclass is balanced and fits within the Examples are found in blue boxes at the end of each
framework your DM intends to use during play. section and detail the choices of that section. Complete
versions of Trapper and Mounted Ranger can be found
at the end of this guide.
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Create-A-Conclave: A Ranger Conclave Creation Guide by Matthew Gravelyn 2
CLASS OVERVIEW PRIMEVAL AWARENESS
At 3rd level, the ranger can use an action and a spell
Before diving into subclass creation, it’s good to take a slot to sense the presence of nearby creatures. This
quick look at the overall class. Knowing what base feature’s range is extended if you are casting it within
features a class will receive at each level will make the ranger’s favored terrain.
sure you don’t overlap or duplicate existing “free”
features with subclass options. For example, between
the Hide in Plain Sight and Vanish features, having a EXTRA ATTACK
subclass feature about stealth would be less impactful At 5th level, the ranger is able to attack twice when
than a feature that added completely new using the attack action.
functionality.
I recommend checking the official source for the
class to get all the details, but here is a quick list and LAND’S STRIDE
overview of the ranger class features. Starting at 8th level, the ranger can move unhindered
through nonmagical difficult terrain and is unharmed
by nonmagical plants. You also have advantage on
FAVORED ENEMY saving throws against magical plants that attempt to
When starting a Ranger, you begin with experience harm or impede you.
and knowledge around a certain type of enemy, chosen
from a list. The ranger has advantage on Wisdom
(Survival) checks to track the enemy and Intelligence HIDE IN PLAIN SIGHT
checks to recall information. You also gain a language At 10th level, the ranger can spend a minute creating
associated with the enemy. camouflage, gaining +10 to a Dexterity (Stealth) check.
You get to choose additional enemies to add to this This camouflage works as long as you don’t move or
feature at 6th and 14th levels. make any actions.
SPELLCASTING
Also at 2nd level, the ranger is able to draw on natural
magic to cast spells. You learn spells from the ranger
spell list, utilizing spell slots which are regained after
long rests.
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Create-A-Conclave: A Ranger Conclave Creation Guide by Matthew Gravelyn 3
CONCLAVE CREATION Example: Trapper
The overall theme for rangers in 5e is that they are,
I wanted to create a subclass that was more passive and
first and foremost, defenders. They seek to protect the
thoughtful, but still dangerous to their foes. The trapper is
people of the world, or civilization itself, from
an archetype based around survivalists, those who can
monsters, horrors, and unseen forces that stalk the
land. They don’t do this through passive means though, utilize their environment to get a target to go where they
choosing to seek out and hunt down their targets want them and then snare them when they get there.
before they are able to wreak havoc on unsuspecting
victims. Description: You are adept at catching your own food as
A Conclave is typically unified around a certain well as those who might mean you harm. Whether you are
type of enemy, a group of creatures or methodology a mountaineer, a survivalist, or a bounty hunter, you know
that they deem harmful to the world. This can be how to capture a target or take them out entirely. You are
anything from bandits to dark magicians to dragons. adept in laying stealthy traps and capitalizing on the chaos
The features presented in the Conclave subclass reflect they create.
the skills and tactics necessary for the ranger to carry
out their mission successfully.
Example: Mounted Ranger
NAMING YOUR CONCLAVE For this ranger subclass I envisioned a powerful rider, a
mounted combatant who fires arrows or thrust a spear
The title of a ranger subclass doesn’t have a typical from atop a fierce creature. They are one and together are
form or wording, instead reflecting what the ranger feared in combat.
does. Looking at the official subclasses, these names
sound a lot like a title or honorific that an NPC of the
Description: Bonded to their faithful companion, the
fantasy world would give to the ranger. For example, a
mounted ranger is nothing without their mount. They
ranger of a Conclave around defeating dragons might
operate together, becoming a swift and deadly force. The
be called a Drake Slayer or Talon Hunter.
bonding of this pair, rider and mount, is more than that of
When considering a Conclave name, go big. Come
a beast and its trainer. There is mutual respect and care as
up with something over-the-top and fanciful. The more
they both fight for the other.
pretentious sounding the better.
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Create-A-Conclave: A Ranger Conclave Creation Guide by Matthew Gravelyn 4
BONUS SPELLS MECHANICAL VARIETY
Despite my overt love of thematic spells, I recognize
In recent publications, ranger Conclaves start with a that the spell list granted here shouldn’t be a collection
list of bonus spells. These spells become available at entirely of useless or cosmetic effects. You should
3rd, 5th, 9th, 13th, and 17th levels, each offering a new strive to find spells that offer utility that the ranger
spell for the ranger to utilize. These spells typically can’t get elsewhere in their list of features. For
come from non-ranger spell lists. They count as ranger example, there are plenty of nature-based spells in the
spells and do not count against the ranger’s total list of ranger list, so adding spells from the druid list might
known spells. not be as impactful as adding radically different spells
As with any bonus spell list, consider flavorful and from the wizard or paladin lists.
thematic spells that contribute to the tone of the Not to belabor the point, but my process starts with
Conclave. For example, a subclass focusing on fighting finding spells that are unique in theme to the ranger
fast or stealthy enemies might offer spells that allow and that usually leads me to spells that are unique in
the ranger to magically slow or hinder targets, function as well. Above all, make sure these spells add
allowing the ranger to line up a shot more easily. to the overall theme of the subclass and you can’t go
wrong.
CLASS VS SPELL LEVEL
While confusing at first, there are two level systems at
play here. First, the ranger’s level dictates when a spell
Example: Trapper
This collection of spells is meant to aid the ranger in
becomes available. At each of these levels, a new spell
creating unfavorable terrain, setting magical traps, and
of a higher spell level is made available. Here’s a quick
taking hold of targets once they are trapped.
conversion guide to help you pick the right spells for
each ranger level:
Trapper Magic:
Ranger Level Spell Level • 3rd Grease
• 5th Hold Person
3rd 1st
• 9th Glyph of Warding
5th 2nd • 11th Hallucinatory Terrain
9th 3rd • 15th Hold Monster
11th 4th
15th 5th Example: Mounted Ranger
Not going to lie, this was tricky. Most of the spells a
mounted ranger would have are already ranger spells. So, I
THEMATIC FOCUS expanded my search to think about what a mounted
If you’ve read any of my other guides for subclasses ranger would embody, pulling from the paladin list.
that offer a spell list, you’ll know my staunch position
on putting theme above all else during the curation Mounted Ranger Magic:
process. My reasoning is that there will already be so • 3rd Feather Fall
much going on with the ranger from the base class, • 5th Magic Weapon
subclass features, and the existing spell list, that these • 9th Crusader’s Mantle
six spells are not going to drastically alter the way the • 13th Dominate Beast
ranger operates. To that regard, creating unique and • 17th Legend Lore
interesting opportunities for the ranger to do some
magic is more exciting that trying to eek out a tad
more utility.
If you want to focus your ranger on more magical
endeavors, which sounds awesome, consider putting
those abilities into the subclass features instead of
relying too heavily on the spell list to carry that theme
across.
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ORIGIN FEATURES HEIGHTENED SENSES
The ability to detect, track, or otherwise sense enemies
While subclasses adding multiple features at certain is a common ability in ranger subclasses. Being the
levels is not unheard of, the new ranger subclasses all consummate hunters of the game, rangers are looked
offer two features at 3rd level. My assumption here is to for scouting and awareness. This, coupled with the
that this is an attempt to further update and balance need for two different features at 3rd level, makes it
the ranger class, offering more unique functionality very easy to grant the ranger enhanced senses to
through subclasses after modifying the base class. upgrade their ability to detect and attack enemies.
Provided below are examples of different types of This feature can rely on mechanical senses in the
features to consider at 3rd level. These are all typically game, giving the ranger darkvision or granting
“simple” features, but ones that will be used often and advantage on Wisdom (Perception) checks in certain
will likely define the ranger’s playstyle in later levels. circumstances, but it can also add more powerful
Consider two different types of features when creating modes of detection that are surprisingly simple. This
your subclass. This will ensure your ranger has a wide could be anything from being able to sense the
array of skills available to them and also prevents direction of nearby planar rifts to always knowing if a
“wasted” features. For example, if both 3 rd level creature has been touched by demonic or angelic
features are about different ways of approaching powers. Consider the theme of your Conclave and
combat, it’s likely the player will utilize one more than work in a way to empower the ranger through
the other, creating a lack of potential. Instead, consider perception and detection.
one combat feature and another focusing on utility,
movement, or social engineering.
FEATURE SELECTION
To make your features as adaptable as possible you
can choose to make each feature a choice of several
options, each leaning towards a different playstyle or
theme. This was the model of one of the original
ranger subclasses and is still used in the Hunter
subclass available on the official 5e website. This is a
very exciting way for players to evolve their ranger
over time, but it does require more work when
creating the subclass. Make sure you’re ready for triple
or more work when embarking on this path.
When creating features with choices or options,
make sure to consider balance. All options should add
roughly the same amount of power and utility, with no
single option being the obvious choice. For example, if
you have a feature that offers either a +1 bonus to
attacks, advantage on all Dexterity saving throws, or
+4d6 damage done, it’s pretty clear which one will be
utilized. In that case, consider switching from choices
to a single feature focusing on the path you are most
interested in.
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ENEMY RECON MARKING TARGETS
Another element of being a ranger is the accumulated A common trope in many games about rangers or
knowledge about their targets. For creatures they have hunters, the ability to “mark” a target–either literally,
studied and hunted for years, they know every figuratively, or magically–can be used to grant bonuses
weakness, every behavior, and every preference. For to the ranger and their allies when attacking or
creatures they haven’t yet studied, they can use their defending against the declared target. You can theme
senses and common sense to quickly figure out the this in many ways, making it some innate natural
best way to approach a target. magic the ranger possesses or literally marking a
To build on this, you could offer a feature that target with something like an arrow or ribbon.
allows the ranger an opportunity to learn about an Once you decide on how the ranger marks their
enemy even if they aren’t one of their favored targets. targets you’ll want to consider why. The best place to
This could tell the ranger about a creature’s strengths start is to grant combat bonuses to the ranger. They
and weaknesses, what types of damage it is resistant are, after all, a hunter. Their martial allies may not
or vulnerable to, or even what kinds of attacks it can know how to capitalize on or even recognize such a
make. You could also abstract this out more, making mark, and therefore it’s unlikely they could share in
the knowledge gained be about the environment and the benefits.
inanimate dangers that could befall the ranger and Common benefits you could grant against a marked
their allies. target include increased damage, bonuses to attacks
like double proficiency or advantage, or overcoming
resistances and immunities. You could get more
creative, having marked targets suffer additional
effects like being knocked prone or suffer movement
penalties, but it’s best to keep things simple and to-
the-point, especially at this early level.
Another method would be to combine this marking
with a list of options that is chosen when the target is
marked. The ranger might decide this time to mark a
target for death, increasing damage done to it, or
perhaps they are marked for tracking, allowing the
ranger to more easily find them later. Again, rely on
the theme and tone of your Conclave overall to guide
your choices here.
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Example: Trapper Example: Mounted Ranger
Obviously, our trapper needs traps, so their first feature For this ranger, everything centers on their mount.
outlines how traps work. It also details how the traps can Whether a combat-trained warhorse or a worg who
be detected by those looking for them. The second 3rd bonded with them deep in the woods, they are one in
level feature gives the trapper the ability to detect other battle. In addition to carrying the ranger as speeds, they
traps that might be laid out for them. also know how to weave in and out of the fray safely.
Trap Expert: Starting at 3rd level you can create clever and Loyal Mount: Starting at 3rd level, you have gained the
effective traps to snare foes or dispatch enemies. You have trust of a mount, an animal companion that carries you
a trapper’s kit with all the necessary supplies. This kit has into battle and out of trouble. Your mount can be any
enough material for one active trap at a time. As an action creature that has a challenge rating of 1 or less and must
you assemble or disassemble your trap. be at least one size larger than you. Some examples are
When assembling a trap, choose one trigger: Camel, Donkey, Riding Horse, Mastiff, Panther, Pony,
Warhorse, Wolf, or Worg.
• Tripwire: a thin wire that can span up to 10 feet,
While mounted you have the movement speed and
activated by someone walking through or stepping on
bonuses of your mount. You also do not need to spend
the wire.
movement to mount this creature but do if you are riding
• Pressure plate: up to a 5-foot square that can be
an unfamiliar mount. Spells you cast that target yourself
camouflaged to match any surface, activated by at least
can also target your mount.
10 pounds of weight resting on it.
Your mount retains any attacks or abilities it has, and
• Mechanism: any doorknob, window, lock, chest lid, or
you can use an action to command your mount to attack.
similar, activated when the object is used.
Choose one effect: Swiftness: Starting at 3rd level, when you are mounted and
move at least half of your mount’s speed, you do not
• Catch: the target is bound, confined, or otherwise
provoke opportunity attacks.
secured, becoming incapacitated and restrained.
• Harm: the target is pummeled, stabbed, or otherwise
harmed, taking 1d6 damage of an appropriate type.
• Disorient: the target is turned around, deceived, or
otherwise confused, becoming lost or unable to act
rationally.
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UTILITY FEATURE
There are a number of ways to enhance saving
throws, ranging from simple number bonuses, adding
extra dice to or grant advantage on the roll, or adding
Starting at 7th level, the ranger gains access to a feature
another saving throw proficiency entirely. Think about
that improves their general quality of life, usually whether you want this to feel more like a certainty or a
through defensive means. These features can certainly
feeling of vague luck to help you decide which route to
be used in combat but also offer functionality when
go.
exploring new areas or navigating social situations.
You should also think about what kinds of saving
The types of features found at this level don’t
throws are enhanced for the ranger. Think of the
usually affect a target directly, instead opting for
ranger’s primary targets and what kinds of dangers
defensive or reactive skills on the part of the ranger.
they would impose on the ranger as a guideline for the
These still reflect the dexterity and skill of the ranger, types of saving throws the ranger will be making often.
but manifest more in terms of dealing with existing
For example, a ranger who routinely fights against
threats than becoming the threat themselves.
mages and wizards might gain advantage on Dexterity
Following are some examples of utility features you saving throws against spells.
can grant your ranger to broaden their abilities outside
of direct combat.
Example: Trapper
FREE SPELLS This feature builds on the types of traps the ranger can lay,
One of my favorite tricks when creating subclass customizing them for any situation.
features is to find a spell that does something unique
for the class and is also thematic to the subclass, and Improved Traps: Starting at 7th level, you are even more
simply let the character cast it for free. In this case, I proficient is laying deadly traps. When assembling a trap,
would find a spell, most likely not already on the you can choose one additional trigger or effect, or you can
ranger list or in the bonus spells list for the subclass assemble one additional trap.
and allow the ranger to cast it without using a spell
slot.
There are many powerful spells in the game, so you Example: Mounted Ranger
shouldn’t have trouble finding one to use in this way. If Continuing on the trend of speed and agility, this feature
the spell is of a lower level, up to 2nd or so, you might allows the ranger to avoid spells and other damage as they
just have it require an action to use. If you want to navigate the battlefield.
utilize a more powerful spell, consider limiting its uses
to just once per short rest, or a long rest if it’s quite Rider’s Alertness: Starting at 7th level, when you are
powerful. If the spell is somewhere in the middle, or mounted and make a Dexterity saving throw to avoid the
you think it would benefit from scaling uses as the effects of a spell or other area damage, you may add 1d6
ranger progresses, you can limit the uses to a number to the saving throw.
of times equal to their Wisdom modifiers between long
rests. This also allows the player to decide to spend
more resources improving the ranger’s Wisdom if this
is something they want to use more often.
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COMBAT FEATURE ENHANCED MOVEMENT
Speed and positioning can be the difference between
At 11th level, the ranger’s subclass grants them a life and death on the battlefield. While not directly
feature that almost exclusively enhances their combat enhancing the combat abilities of the ranger, allowing
abilities. This can certainly be direct boosts to and them to move more freely among their enemies can
additional options for the ranger’s attacks, but there give them the positional advantage they need to take
are also ways to improve upon the ranger’s combat out their targets.
prowess through defensive or disruptive means, the To come up with a good movement feature you
latter being more common among official subclass should consider two parts: the trigger and the effect.
options for the ranger. First, what happens to allow the ranger this extra
Below are some examples of combat-oriented amount or type of movement? Are they distracting
features that you can consider for your Conclave. their target or capitalizing on injuring them? Figure
out what allows the ranger to move freely and set that
ADDITIONAL ATTACKS up in the feature.
Next, determine what type of movement boost your
A classic of several classes, the ability to make multiple ranger would utilize. For the more magically adept
attacks with a single action is a simple and powerful rangers this could be teleportation or other
way to enhance a character’s combat abilities. The supernatural movement. For the martial rangers, this
ranger’s subclass takes this up a notch by allowing the could be vaulting, dodging, or some other display of
ranger to make as many attacks against certain targets athletic or acrobatic prowess.
as they want. This needs limitations though, and Mechanically this could be a simple addition of
usually stems from the type of attack: melee or ranged. movement speed during the ranger’s turn, but it could
For ranged attacks, you’d need to have enough also be the prevention of opportunity attacks or
ammunition to make the attacks and you might even overcoming magical effects that prevent movement in
limit the scope of enemies, preventing the ranger from the area. As with all features, consider the Conclaves
shooting arrows at targets both in front of and behind overall intent and put that into practice.
them.
For melee attacks, the obvious limitation is range,
something like enemies within 5 feet or so. If you want DISRUPTING ATTACKERS
to temper this feature further, you could open the Rangers know how to take down their foes from all
ranger up to further attacks or attackers could gain angles, including how to disrupt their spells or attacks
advantage against the ranger on their next turn. from harming the ranger or their allies. There is no set
mechanic for this directly, but we can utilize other
existing rules to emulate the effect of hindering an
enemy.
First, it is most likely that this feature will be a
reaction used in response to a type of attack or effect
that the ranger must be aware of. This could range
from a spell, a type of attack, or particular targets.
Decide what makes sense for your Conclave to be most
wary of and give the ranger tools to disrupt it.
Next, consider how the ranger disrupts their
enemy. If they distract or annoy the target, perhaps
forcing the target to make a saving throw to see if they
can keep their concentration. If they fail, their original
effect fails. You could also have the disruption take
effect immediately, altering the enemy’s plan. This
could force them to choose a new target, deal less
damage, or make them vulnerable afterwards.
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Example: Trapper Example: Mounted Ranger
This feature brings the trapper’s expertise to active Thinking of horses specifically, even when they don’t mean
combat, allowing them to throw out an improvised trap to to, they can push you around with ease. When
get the upper hand on their foe. commanded to do so, they can knock even the most
skilled combatant off their feet. Also, I really enjoyed
Quick Traps: Starting at 11th level, you become proficient putting the word “nudge” in this guide.
with improvised traps that can be deployed at a moment’s
notice. As an action you can throw a net, bolas, or similar Combat Nudge: Starting at 11th level, your mount
trap at a target within 20 feet of you. The target must becomes a powerful ally in combat. As a bonus action, you
make a Dexterity saving throw against a DC equal to 10 + can command your mount to throw its body weight into a
your Wisdom Modifier + your Proficiency Bonus. On a target within 5 feet. That target must make a Strength
failure, they become restrained and are knocked prone. saving throw against a DC equal to 10 + your ranger level.
On a failure, they are knocked prone
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REACTION FEATURE Example: Trapper
Our final feature for the trapper is a reaction that lets them
Interestingly all the official subclasses I looked at take advantage of a snared and surprised target. When a
provided a reaction, or at least an option of a reaction, trap goes off, they can add insult to injury – or the other
at the 15th level feature. While the majority of reaction- way around.
based features tend to be defensive, there are a couple
here that actually present offensive opportunities for Opportunist: Starting at 15th level, you know how to
the ranger. Below are some examples of how to capitalize on a successful trap. When one of your traps
structure a reaction and some tips for finding successfully activates against a target, you can use a
interesting and useful ways to utilize them for your reaction to make a weapon attack against that target.
ranger Conclave.
OPPORTUNISTIC OFFENSE
Sometimes reactions allow for a quick jab or well-
placed shot. If your ranger’s Conclave is more focused
on taking out enemies than playing it safe, consider
using this reaction feature to give the ranger a little
more punch, so to speak. Consider when the ranger
might find opportunity to sneak in an attack, like when
an enemy fails an attack or tries to cast a complicated
spell. When that happens, they can use their reaction
to make a basic attack.
For balancing, it needs to be clear that this isn’t an
attack action proper, so it is not an opportunity to
chain together multiple features. This reaction would
allow the ranger to make an attack with a designated
weapon or, if your Conclave leans more magical, a spell
attack.
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TRAPPER
• Harm: the target is pummeled, stabbed, or
otherwise harmed, taking 1d6 damage of an
appropriate type.
You are adept at catching your own food as well as
• Disorient: the target is turned around, deceived, or
those who might mean you harm. Whether you are a
otherwise confused, becoming lost or unable to act
mountaineer, a survivalist, or a bounty hunter, you
rationally.
know how to capture a target or take them out
entirely. You are adept in laying stealthy traps and When the chosen trigger is activated, the effect
capitalizing on the chaos they create. immediately happens to whatever set off the trap. The
target must make a Dexterity saving throw against a
DC equal to 10 + your Wisdom Modifier + your
TRAPPER FEATURES
Proficiency Bonus. On a failure, they are subject to the
Ranger Level Feature chosen effect.
3rd Trapper Magic, Trap Expert, Your traps can also be found. If a target tries to find
Trapper’s Eye your traps, they must make a Wisdom (Perception) or
Intelligence (Investigation) check against a DC equal to
7 th Improved Traps 10 + your Wisdom Modifier + your Proficiency Bonus.
11th Quick Traps On a success, they learn the location, effect, or trigger,
15 th Opportunist or some combination thereof.
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MOUNTED RANGER SWIFTNESS
Starting at 3rd level, when you are mounted and move
Bonded to their faithful companion, the mounted at least half of your mount’s speed, you do not provoke
ranger is nothing without their mount. They operate opportunity attacks.
together, becoming a swift and deadly force. The
bonding of this pair, rider and mount, is more than that
of a beast and its trainer. There is mutual respect and RIDER’S ALERTNESS
care as they both fight for the other. Starting at 7th level, when you are mounted and make a
Dexterity saving throw to avoid the effects of a spell or
MOUNTED RANGER FEATURES other area damage, you may add 1d6 to the saving
throw.
Ranger Level Feature
3rd Mounted Ranger Magic, Loyal
Mount, Swiftness
COMBAT NUDGE
Starting at 11th level, your mount becomes a powerful
7 th Rider’s Alertness ally in combat. As a bonus action, you can command
11th Combat Nudge your mount to throw its body weight into a target
15 th Quick Dismount within 5 feet. That target must make a Strength saving
throw against a DC equal to 10 + your ranger level. On
a failure, they are knocked prone.
MOUNTED RANGER MAGIC
MOUNTED RANGER SPELLS
QUICK DISMOUNT
Starting at 15th level, you can use the position on your
Ranger Level Spell mount as a cunning advantage. When you are mounted
3rd Feather Fall and an enemy makes a weapon or spell attack against
you, you can use your reaction to immediately
5th Magic Weapon dismount and avoid the attack entirely.
9th Crusader’s Mantle
11th Dominate Beast
15th Legend Lore
LOYAL MOUNT
Starting at 3rd level, you have gained the trust of a
mount, an animal companion that carries you into
battle and out of trouble. Your mount can be any
creature that has a challenge rating of 1 or less and
must be at least one size larger than you. Some
examples are Camel, Donkey, Riding Horse, Mastiff,
Panther, Pony, Warhorse, Wolf, or Worg.
While mounted you have the movement speed and
bonuses of your mount. You also do not need to spend
movement to mount this creature but do if you are
riding an unfamiliar mount. Spells you cast that target
yourself can also target your mount.
Your mount retains any attacks or abilities it has,
and you can use an action to command your mount to
attack.
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