TEXT: Ranger Conclaves
  The Ranger Conclaves presented here assume that you are
  using the Unearthed Arcana Revised Ranger. If you are using
  the Ranger rules presented in the Player's Handbook, simply
  ignore the fifth level features presented here.
  Landstrider Conclave
  Rangers of the Landstrider Conclave are comfortable
  traversing long distances at great speed. Typically outriders
  and scouts who decided to augment their martial training
  with primeval magic, these individuals are undeterred by
  foreboding terrain or magical obstacles.
  Landstrider Features
  Ranger Level
  Features
  3rd
  Mounted Training, Unstoppable
  5th
  Extra Attack
  7th
  Outrider
  11th
  Scout's Expertise
  Mounted Training
  Starting when you take this Conclave at third level, you gain
  proficiency in the Animal Handling skill. If you were already
  proficient with Animal Handling, you double your proficiency
  bonus for any check you make using it.
  Unstoppable
  Starting at third level, your speed increases by a number of
  feet equal to five times your proficiency bonus.
  In addition, a number of times per long rest equal to your
  Wisdom modifier, you may take a bonus action to prepare to
  move with supernatural grace on your turn. Until the start of
  your next turn, your movement ignores difficult terrain, you
  gain immunity to the prone condition, and opportunity
  attacks against you are made with disadvantage.
  If you are using the Unearthed Arcana Revised Ranger, this
  ability grants you a +5 foot bonus to your speed, instead of the
  ability to ignore difficult terrain.
  Extra Attack
  Starting at 5th level, when you take the attack action on your
  turn, you may make two attacks instead of one.
  Outrider
  Starting at seventh level, you can move stealthily at a fast
  pace.
  In addition, while hidden, you can move up to your speed
  without revealing yourself as long as you meet the
  requirements for hiding at the end of your turn.
  Finally, when you take the dash action on your turn, you
  may make a single weapon attack as a bonus action.
  Scout's Expertise
  Starting at eleventh level, you gain proficiency in the Survival
  skill, or one other Ranger skill of your choice if you were
  already proficient in Survival. Regardless of which skill
  proficiency you gain from this feature, you double your
  proficiency bonus for checks made with the Survival skill.
  Landstrider's Grace
  Starting at fifteenth level, your ability to move rivals even
  master monks. You may move along vertical surfaces and
  across liquid surfaces with your normal movement.
  Rider Conclave
  Rider Conclave Rangers are incredibly similar to
  Beastmaster Rangers. However, where a Beastmaster fights
  side-by-side with their animal companion, a Rider fights
  mounted on theirs, a pair of creatures functioning as one.
  Rider Features
  Ranger
  Level
  Features
  3rd
  Companion Mount, Mounted Combat, Mount
  Spirit
  5th
  War Mount
  7th
  Mounted Agility
  11th
  Cavalryman's Strike
  15th
  Master Tamer
  Companion Mount
  At third level, you learn to use your magic to create a powerful
  bond with a creature of the natural world.
  With eight hours of work and the expenditure of 50 gp
  worth of rare herbs and fine food, you call forth an animal
  from the wilderness to serve as your faithful mount. The
  forms available for you to choose from are determined by
  your DM, based on the balance of the creature and the area
  you are in.
  At the end of the eight hours, your companion mount
  appears and gains the benefits described below. You can only
  have one companion mount at a time.
  If your companion mount is ever slain, the magical bond
  you share allows you to return it to life. With eight hours of
  work and the expenditure of 25 gp worth of rare herbs and
  fine food, you call forth your companion's spirit and use your
  magic to create a new body for it. You can return a
  companion mount to life in this manner even if you do not
            possess any part of its body.
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  Ranger Conclaves
  
  If you use this ability to return a former animal companion to
  life while you have a current companion mount, your current
  companion leaves you and is replaced by the restore
  companion.
  Mount Spirit
  Your mount gains a variety of changes while it is linked to
  you.
  You you have advantage on any check to remain mounted
  while riding it, and you do not require an exotic saddle to ride
  your mount if it is aquatic or flying. Your connection to the
  wild allows you to magically control your mount even if it
  hasn't been trained. You can also command your mount to
  take the attack or help actions as a bonus action on your turn,
  which it may do using its reaction.
  The mount loses its Multiattack action, if it has one.
  The companion mount acts on your turns while you are
  riding it. If you dismount, it rolls initiative and acts on its own
  turns.
  In either case, you determine its actions, decisions,
  attitudes, and so on. If you are incapacitated or absent, your
  mount acts on its own.
  Your companion has abilities determined in part by your
  character level. It uses your proficiency bonus in place of its
  own. In addition, your mount adds its proficiency bonus to its
  AC.
  Your mount gains proficiency in all saving throws, and has
  double proficiency in Dexterity saving throws.
  For each level you gain after third, your mount gains an
  additional hit die and increases its hit points accordingly.
  Your mount gains the benefits of your Favored Enemy
  feature, as well as of any feature that improves upon that
  feature.
  Your companion shares your alignment, and has a
  personality trait and flaw as in the tables presented in the
  Beastmaster subclass of the Uneathed Arcana Revised
  Ranger. It shares your ideal, and its bond is always, "The
  Ranger who travels with me is a beloved companion for
  whom I would gladly give my life."
  War Mount
  Starting at 5th level, you and your mount form a more potent
  fighting team. When you use the Attack action on your turn, if
  your mount can see you or you are mounted on it, it can use
  its reaction to make a melee attack.
  Mounted Agility
  Starting at 7th level, your mount can sense and defend you
  from danger.
  If your mount is within ten feet of you when you are the
  target of an attack, it can use its reaction to move closer to
  you to allow you to expend your reaction to swing up onto it.
  If it does, all attacks made against you until the start of your
  next turn, including the triggering attack, suffer disadvantage.
  In addition, if you are the target of a melee attack while
  mounted, your mount can use its reaction to impose
  disadvantage on that attack, rearing up on its hind legs or
  performing a similar act to throw the attacker onto the
  defensive.
  Finally, whenever your mount is the target of an attack, you
  can use your reaction to force the attack to target you instead.
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  Cavalryman's Strike
  Starting at 11th level, while you are mounted, you are a
  master of hit and run tactics. If you move more than half your
  mount’s total movement, you may attack one hostile creature
  along your path as part of the move action. If this attack hits,
  you do not provoke an opportunity attack from the target.
  Master Tamer
  Starting at 15th level, your mount is blessed by the bond that
  you share with it and the pure nature magic that you channel
  through your veins.
  Your mount, irrespective of the form that you chose for it,
  gains either a flying speed of sixty feet or a flying speed of
  thirty feet and a swimming speed of thirty feet.
  This change should reflect an evolution for your mount. A
  giant lizard might become a minor dragon, a horse a
  Pegasus, or something similar.
  Stormbringer Conclave
  Stormbringers are uniquely aggressive among rangers, often
  serving to wreak havoc on those that they deem dangerous to
  nature.
  Their souls are as turbulent as the storms that they
  channel, churning with anger and frustration at the lack of
  respect that many "civilised" individuals have for the natural
  world.
  However, once a Stormbringer has deemed an induvial a
  friend, they become an ally that will move heaven and earth to
  protect that individual. More often than not, a Stormbringer's
  coarse exterior belies a warm interior.
  Stormbringer Features
  Ranger Level
  Features
  3rd
  Storm Strike, Stormbringer Magic
  5th
  Extra Attack
  7th
  Steadfast in the Storm
  11th
  Storm's Fury
  15th
  Whim of the Storm
  Storm Strike
  Starting at third level, once per turn, when you hit with a
  weapon attack, you can choose to add 1d6 damage to the
  attack's damage. You choose whether the additional damage
  is lighting, thunder, or cold type each time you use this
  feature.
  Stormbringer Magic
  At 3rd level, you learn one cantrip from the following list. You
  may cast this cantrip a number of times equal to your
  Wisdom modifier. You regain all expended uses of this
  cantrip when you finish a long rest.
  Frostbite
  Ray of Frost
  Shocking Grasp
  Thunderclap
  In addition, you gain access to additional spells at 3rd, 5th,
  9th, 13th, and 15th level. Once you gain a Stormbringer spell,
  it counts as a ranger spell for you but doesn't count against
  the number of ranger spells you know.
  Stormbringer Spells
  Ranger Level
  Spells
  3rd
  Thunderwave
  5th
  Gust of Wind
  9th
  Call Lightning
  13th
  Storm Sphere
  15th
  Control Winds
  Extra Attack
  Starting at 5th level, when you take the attack action on your
  turn, you may make two attacks instead of one.
  Steadfast in the Storm
  At 7th level you gain proficiency in Wisdom saving throws.
  In addition, when you make a Strength or Dexterity saving
  throw against a thunder, ice, or wind based effect to avoid
  being moved against your will or falling prone, you have
  advantage on the saving throw.
  Storm's Fury
  Starting at 11th level, once on each of your turns when you
  miss with an attack, you can make another attack.
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  Blessing of the Storm
  Starting at fifteenth level, you are permanently marked by the
  magic that suffuses the storms you channel. The extra
  damage done by your Storm Strike feature increases to 2d6.
  In addition, when you take lightning, thunder, or cold
  damage, you regain a spell slot of a level equal to one sixth of
  the damage done, rounded down (maximum of third level).
  If the spell level would be zero after rounding down, you
  instead regain an expended use of your Stormbringer Magic
  cantrip.
  Trailmaster Conclave
  Known to many simply as Rangers, Trailmasters are those
  who invite others into their natural domain. They protect and
  teach those they deem worthy, and teach all to honor the
  natural world.
  Trailmaster Features
  Ranger Level
  Features
  3rd
  Defender, Trailmaster Magic
  5th
  Extra Attack
  7th
  Aided Attack
  11th
  Aura of Naturalism
  15th
  Master Guide
  Defender
  At 3rd level, you gain the Protection Fighting Style from the
  Fighter class. You do not need to be wielding a shield to be
  able to use it, though you must be wearing armour or
  wielding a weapon.
  Trailmaster Magic
  Also at 3rd level, and again at 5th, 9th, 13th, and 15th level,
  you gain Trailmaster spells. Once you gain a Trailmaster
  spell, it counts as a ranger spell for you but doesn't count
  against the number of ranger spells you know.
  Trailmaster Spells
  Ranger Level
  Spells
  3rd
  Protection from Evil and Good
  5th
  Aid
  9th
  Counterspell
  13th
  Death Ward
  15th
  Greater Restoration
  Extra Attack
  Starting at 5th level, when you take the attack action on your
  turn, you may make two attacks instead of one.
  Aided Attack
  Starting at 7th level, you learn to strike in such a way as to
  create openings for your allies. You may forgo one of your two
  attacks per attack action to allow one friendly creature within
  five feet of your target to immediately make an attack with
  advantage, using their reaction.
  Aura of Naturalism
  At 11th level, you are able to instruct those near you in the
  best way to navigate the land around them.
  If you are using the Ranger rules from the Player's
  Handbook, all friendly creatures you can see within 30 feet of
  you gain the benefits of your Favored Terrain feature.
  If you are using the Unearthed Arcana revised Ranger
  rules, all friendly creatures that you can see within 30 feet of
  you gain the benefits of your Natural Explorer feature.
  Master Guide
  When you reach 15th level, you are thoroughly adept at
  protecting those who travel with you. You may cast the Pass
  Without Trace and Sanctuary spells innately, without
  expending material components or spell slots.
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  New Fighting Styles
  The following Fighting Styles are added to the options
  available for the various Fighting Style features.
  Brawling
  When you take the Attack action and make at least one
  Unarmed Strikes, you may make one additional Unarmed
  Strike as a bonus action.
  Immovable Archer
  Having a creature within five feet of your doesn't impose
  disadvantage on your ranged attack rolls, and you may use a
  bow or an arrow as a martial melee weapon with which you
  are proficient, using the following profiles:
  Item
  Damage
  Properties
  Bow
  1d6 bludgeoning
  Versatile (1d8)
  Arrow
  1d6 piercing
  Finesse, Light
  Light-Footed Fighting
  While not wearing medium or heavy armour, you have a +1
  bonus to AC and a +10 bonus to your movement speed.
  Off-Handed Fighting
  Your esoteric Fighting Style — using either an esoteric
  weapon or a strange style, such as holding a sword in a
  reverse grip — catches others unawares. During the first
  three rounds of combat, you have a +1 bonus to attack and
  damage rolls against creatures who go after you in the
  Initiative order.
  Precision Fighting
  You gain a +2 bonus to attack rolls with weapons that have
  the finesse property as long as you use your Dexterity for the
  attack and damage rolls.
  Street Fighting
  You gain a +2 bonus to attack rolls with simple melee
  weapons, improvised weapons, and your unarmed strike.
  Swordplay
  You gain a +2 bonus to attack rolls with short swords, rapiers,
  scimitars, longswords, and great swords. This bonus may
  also apply to other sword-like weapons (DM's discretion).
  Thrown Arms Specialist
  You gain a +2 bonus to attack rolls for weapons with the
  thrown property.
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  The Huntsman's Expanded Subclasses
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  Credits
  The subclasses presented in this document draw significant inspiration from Marvel Comics, DC Comics, Assassin's Creed,
  Warhammer 40k, and several other preexisting fictional works. This is in no way meant to be an infringement upon copyrighted
  works; rather, it is my way of paying tribute to the stories I have loved.
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  it out, it is quite simple to use.
  The cover art for this file was taken from Character Stock Art II by Arcana games. According to the product description, this art
  was released into the public domain by Kevin Crawford of Sine Nomine Publishing.
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  84
  The Huntsman's Expanded Subclasses
  Credits
  
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