TEXT: by Óskar Örn Eggertsson
  template by nathanaël roux
  HEARTSEEKER
  Ranger Conclave
  
  2
  Heartseeker | ranger ConClave
  Credits
  Author
  Óskar Örn Eggertsson 
  aka Emerald Samurai
  Art Credits
  Cover Art
  Matt Forsyth 
  via LPJ Design
  Interior Art
  Wizards of the Coast
  Layout Template
  Nathanaël Roux
  Special Thanks
  All you wonderful people who make me want to keep 
  making content! You ROCK!!!
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
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  countries.
  This work contains material that is copyright Wizards of the Coast 
  and/or other authors. Such material is used with permission under 
  the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2018-2019 by 
  Óskar Örn Eggertsson and published under the Community Content 
  Agreement for Dungeon Masters Guild. 
  
  3
  Heartseeker | ranger ConClave
  A 
  long time ago, a King remarried, not 
  knowing that his new Queen was a hag in 
  disguise. The hag, as all hags do, hated all 
  things beautiful and commissioned a hunter 
  to escort the princess into the woods and 
  kill her. The hunter could not bear to kill 
  the innocent princess and instead, he instructed her in his 
  ways. When she was ready, the princess confronted the evil 
  hag and slew her. She harvested the hag’s heart and with 
  the grimoires that the hag left behind, she became the first 
  Heartseeker.
  Heartseeker
  The Heartseeker mixes the hunter’s ability to track and 
  harvest their quarry with the arcane abilities of an alchemist. 
  At an earlier stage, the Heartseeker uses their alchemical skill 
  to improve their abilities but at a later stage, they learn how 
  to apply the extracts they create to other facets of their hunt.
  Features
  When you join the conclave of the Heartseekers at the 3rd 
  level, you gain access to the following features as per the 
  Heartseeker Features table.
  Bonus spells
  Starting at 3rd level, you learn an additional spell when you 
  reach certain levels in this class, as shown in the Heartseeker 
  Spells table. The spell counts as a ranger spell for you, but it 
  doesn't count against the number of ranger spells you know.
  A spell that is followed by an asterisk is from Xanathar’s 
  Guide to Everything. If you do not have that book, you can 
  replace the spell with the one followed in brackets.
  Heart Extract
  When you reach this level, you become proficient with 
  alchemist’s supplies. You can spend 10 minutes extracting the 
  hearts of creatures that were killed within the last hour and 
  create heart extracts. The process takes 10 minutes regardless 
  of how many extracts you create. You can only carry three 
  such extracts at a time, and you can only create one extract 
  from any one creature, no matter how many hearts it had. 
  If you would create another extract, you must choose one of 
  your previously created extracts to spoil and lose its potency. 
  As you advance in this class, you may carry more of these 
  extracts: Four when you reach level 7 and five when you 
  reach level 15.
  A heart extract is a potent concoction, which you must 
  develop a certain immunity to. Should anyone other than 
  a Heartseeker attempt to imbibe your heart extract, they 
  must succeed on a Constitution saving throw against your 
  spell save DC. On a failure, they are poisoned for the next 
  hour. Either way, a heart extract does not grant its benefit to 
  anyone other than Heartseekers.
  Different types of creatures produce heart extracts with 
  different benefits. Although the term refers to the creature’s 
  heart, some creatures are heartless and the Heartseeker can 
  use any other core essences from those creatures instead. 
  You can imbibe one of the extracts that you carry as a 
  bonus action on your turn. Doing so grants you a benefit 
  determined by the creature that the extract was made from.
  Aberrations. You are resistant to psychic damage.
  Beasts. You have an advantage on Wisdom ability checks 
  and Wisdom saving throws. You get a +5 bonus to your 
  passive Perception.
  Celestials. You get 5 temporary hit points at the beginning 
  of each of your turns for the duration. These temporary hit 
  points increase to 10 when you reach level 11. If you start 
  your turn with 0 hit points, you do not get temporary hit 
  points from this extract.
  Constructs. You are resistant to bludgeoning, piercing, and 
  slashing damage from weapon attacks.
  Dragons. Your spell save DC increases by one and you have 
  a +1 bonus to your spell attack rolls.
  Elementals. You are resistant to the type of damage 
  that is associated with the elemental that produced the 
  extract: Thunder for an air elemental, bludgeoning for 
  an earth elemental, fire for a fire elemental, and acid for a 
  water elemental.
  Fey. You are invisible for the duration. The effect ends 
  early if you make an attack roll, cast a spell, or otherwise 
  draw attention to yourself.
  Fiends. You can communicate telepathically with another 
  creature that you can see within 60 feet from you. The 
  creature can hear your messages and you can receive their 
  replies, but only if they have an Intelligence score of 3 or 
  higher and if they know at least one language.
  Giants. You have advantage on Strength ability checks and 
  Strength saving throws.
  Humanoids. You add a bonus 1d4 to all ability checks that 
  are made with one skill or one tool of your choice.
  Monstrosities. You add +2 bonus to your weapon 
  damage rolls.
  Oozes. You do not lose any speed when squeezing through 
  tight spaces that you could normally get through, or when 
  moving across difficult terrain created by debris.
  Plants. As a bonus action, you can exude poisonous fumes. 
  All creatures within 5 feet from you must succeed on a 
  Constitution saving throw or take 1d6 poison damage. This 
  damage increases to 1d8 at 11th level.
  Undead. You do not need to breathe for the duration.
  Heartseeker spells
  Ranger Levels
  Spells
  3rd
  chromatic orb
  5th
  protection from poison
  9th
  gaseous form
  13th
  vitriolic sphere* (blight)
  17th
  cloudkill
  Heartseeker Features
  Ranger Levels
  Features
  3rd
  Bonus spells, Heart Extract
  7th
  Iron Vitality
  11th
  Baneful Extract
  15th
  Pulsing Reflex
  
  4
  Heartseeker | ranger ConClave
  The effect of your heart extract lasts for one minute, ten 
  minutes if the creature is your favored enemy, or until you 
  imbibe another one of your extracts.
  Heart Extract & Baneful Extract light
  Both your Heart Extract and Baneful Extract features provide 
  many features that can be difficult to track. This lighter 
  version of the mechanics are presented here to simplify the 
  bookkeeping.
  When you use either your Heart Extract or Baneful Extract 
  feature, you only gain the benefit that associates with your 
  favored enemy, no matter what creature you made the 
  extract from. Once you have more than one favored enemy, 
  you get to choose which effects apply when you use these 
  features. The Heart Extract’s effect lasts for 10 minutes or 
  until you imbibe another extract.
  Iron Vitality
  Extended exposure to various extracts has strengthened your 
  immune system. You are resistant to poison damage, and you 
  have advantage on saving throws against being poisoned.
  Baneful Extract
  As a bonus action, you can apply one of your heart extracts 
  to your weapon or ammunition. Your next attack with that 
  weapon has one of the following effects in addition to taking 
  normal damage, depending on the type of creature you made 
  the extract from.
  Aberrations. Your weapon deals additional 3d10 
  psychic damage.
  Beasts. The target of your attack must make a Wisdom 
  saving throw or attack a random creature within 5 
  feet from them.
  Celestials. The target of your attack takes no damage, but 
  instead heals 3d10 hit points.
  Constructs. The target of your attack takes additional 3d8 
  lightning damage. All creatures within 5 feet from the target 
  must succeed on a Dexterity saving throw or take half as 
  much lightning damage. You are immune to this damage.
  Dragons. The target of your attack must succeed on a 
  Wisdom saving throw or become confused, as per the 
  confusion spell, for one minute. At the end of each of their 
  turns, the target can make a new saving throw to end the 
  effect early.
  Elementals. The target of your attack takes additional 3d10 
  damage of a type fitting to the elemental that the extract 
  was made from: Thunder damage from an air elemental, 
  bludgeoning from an earth elemental, fire from a fire 
  elemental, or acid from a water elemental.
  Fey. The target must make a Charisma saving throw or be 
  teleported 30 feet in a random direction to an unoccupied 
  space. The target is then incapacitated until the end of 
  their next turn.
  Fiends. The target of your attack takes additional 3d10 fire 
  damage. If the attack hits a flammable object that is neither 
  carried nor worn, the object is set on fire.
  Giants. Your target must succeed on a Constitution saving 
  throw or be reduced in size, as per the reduce the effect of 
  the enlarge/reduce spell, for one minute. At the end of their 
  turns, they can repeat the saving throw and end the effect 
  early on a success.
  Humanoids. The target of your attack must succeed on 
  a Constitution saving throw or become blinded for one 
  minute. The target can make a new saving throw at the end 
  of each of their turns to end the blindness early.
  Monstrosities. The target of your attack takes additional 
  3d10 damage of the weapon’s type. This attack counts 
  as being magical for purposes of overcoming damage 
  resistances.
  Oozes. The target of your attack takes additional 3d10 
  acid damage.
  Plants. The target of your attack must make a Strength 
  (Acrobatics or Athletics) ability check or become restrained 
  as roots grapple them from the extract. This lasts for a 
  minute. As an action of their turn, the target can repeat the 
  ability check to end the effect early.
  Undead. The target of your attack must make a 
  Constitution saving throw or be paralyzed for one minute 
  or until they take damage. At the end of each of their turns, 
  they can make a new saving throw to end the effect early. 
  While paralyzed this way, they are resistant to all damage 
  and appear dead to all non-magical examinations.
  You can only apply one extract to a weapon at a time.
  Pulsing Reflex
  Your heart rate increases dramatically while under the 
  influence of your heart extracts, granting you incredible 
  reflexes. When a creature makes an attack roll against you, 
  you can use your reaction to attack them if they are within 
  range of your weapon. Your reactive attack can be made 
  after the attack roll but before damage is rolled or any other 
  effect is applied.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Ranger/Heartseeker - Ranger Conclave.pdf