Ranger Conclaves

Beast Conclave
Diabolist
Dungeon Delver
Fey Hunter
Freerunner
Gloom Stalker
Herbalist Conclave
Horizon Walker
Hunter Conclave
Stalker Witch Hunter

Restricted Conclaves

Awakened (bound spirit)
Banshee Conclave

Gnome/Halfling/Kobold
Trickster Conclave

Shifter
Moonstalker Conclave

Hunter’s Edge

Ranger

For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game — even fugitives among their own people.

Character Creation

Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.

A relationship with civilization informs every ranger’s personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization’s frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.

Ranger Class Features

As a ranger, you gain the following class features.

Hit Points

Hit Dice: 1d10

Saving Throws

You are proficient with Dexterity and Strength saving throws.

Skills

Class Skills: Animal handling, Herbalism, Nature, Perception, Physique, Stealth, Survival and Swimming

Skill Points: You gain 3 skill points at 1st level.

The Ranger
-Level- -PB- -Features- -Hunter’s Edges- -Edge Die-
1st +2 Hunter’s Edge, Natural Explorer,
Ranger Conclave
2 1d4
2nd +2 Favored Enemy, Fighting Style 2 1d4
3rd +2 Ranger Conclave feature 3 1d4
4th +2 Primeval Awareness 3 1d4
5th +3 Ranger Conclave feature 4 1d4
6th +3 Favored Enemy Improvement 4 1d6
7th +3 Ranger Conclave feature 5 1d6
8th +3 Relentless 5 1d6
9th +4 ─ 6 1d6
10th +4 Hide in Plain Sight 6 1d6
11th +4 Ranger Conclave feature 7 1d6
12th +4 Favored Enemy Improvement 7 1d6
13th +5 ─ 8 1d8
14th +5 Low Profile 8 1d8
15th +5 Ranger Conclave feature 9 1d8
16th +5 ─ 9 1d8
17th +6 ─ 10 1d8
18th +6 Evolutionary Balance 10 1d10
19th +6 ─ 11 1d10
20th +6 Apex Predator 11 1d10

Skills - Combat

Weapon Groups: You have rank 2 with all weapon groups.

Combat Skills: You gain the Light armor and Medium armor skills.

After 1st level: You gain 1 skill point to spend on combat skills every level.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Hunter’s Edge

The wild teaches harsh lessons to those who endure it. These lessons become a Hunter’s Edge: a perfected instinct, a predatory trick, or a hard-won skill that sets you apart from lesser rangers. Each Edge embodies a different path to mastery, shaped by experience, cunning, and the call of the wild.

At 1st level, you gain two Hunter’s Edges of your choice. You gain an additional Hunter’s Edge at every odd ranger level thereafter. When you gain a Hunter’s Edge, you may select any Edge for which you meet the prerequisites.

Edge Die

Your reserve of expertise and instinct is represented by Edge Dice. You have a number of Edge Dice equal to twice your proficiency bonus, and your ranger level determines the size of your Edge Die, as shown in the ranger class table.

Some of your Hunter’s Edges use these dice. An Edge might allow you to roll an Edge Die and add the result to a roll or effect, or it may require you to expend an Edge Die to activate a special ability. If an Edge refers to your Edge Die, use the die size shown for your ranger level in the ranger class table.

As a bonus action, you can expend one Edge Die to regain the use of one Hunter’s Edge that you have used and that normally regains its use only when you finish a long rest. You can only do this once per edge.

You can regain all expended Edge Dice when you finish a long rest.

Saving Throws

Some Edges require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Edge Save DC = 8 + your proficiency bonus + your Wisdom modifier

Natural Explorer

You are particularly familiar with the natural world, adept at traveling and surviving out in the wilds. At 1st level, choose three of the following traits. You may choose two additional traits at 6th and 10th level.

Ranger Conclave

At 1st level, you choose to emulate the ideals and training of a ranger conclave, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd level, 5th, 7th, 11th, and 15th level.

Favored Enemy

Beginning at 2nd 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: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on 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 choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain uses of your Hunter’s Edges.
* Regain all Edge Dice.
* Regain one use of Primeval Awareness.
* Regain one use of Fade Away.
Add the following class specific benefits to choose from:
* Regain all uses of Primeval Awareness.
* Regain all uses of Fade Away.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the options from the fighter list of fighting styles. You can’t take a fighting style option more than once, even if you later get to choose again.

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Primeval Awareness

From 4th level, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 minute in concentration, you sense whether any such enemies are present within 5 miles of you. This feature reveals which type of enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

You may use this feature a number of times equal to your proficiency bonus and can regain all expended uses when you finish a long rest.

Relentless

At 8th level you can choose one of the following options:

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. If you remain motionless while hiding, creatures that attempt to detect you take a −10 penalty to their Perception checks. In addition, on your first round during combat you have advantage on attack and damage rolls against creatures that have not yet acted.

Low Profile

Starting at 14th level, you are no more remarkable in your element than a small animal or an insect, able to slip by almost anyone unnoticed. Choose one of the following features:

Evolutionary Balance

At 18th level, you gain a special ability to detect your prey. Choose one of the following options.

Apex Predator

At 20th level, you become an unparalleled hunter. Choose an option.

Ranger Conclaves

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 would despoil it.


Beast Conclave

Conclave Features

Ranger Level Feature
1st Beast Friend
3rd Animal Companion
5th Coordinated Attack
7th Beast’s Defense
11th Storm of Claws and Fangs
15th Superior Beast’s Defense

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, then further strengthen that bond through the use of magic.

Beast Friend

Beasts instinctively recognize your respect for the natural world. You gain 1 skill point to spend on the Handle Animal skill. In addition, Beasts begin interactions with you one attitude step friendlier than normal, at the GM’s discretion.

Animal Companion

At 3rd level, you learn to use primal magic to create a powerful bond with a creature of the natural world.

With 8 hours of preparation, you call forth an animal from the surrounding wilderness to serve as your faithful companion. You normally select you companion 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 animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call return your animal companion to life, with 1 hp.

If you use this ability to call upon a new companion, your current companion leaves you.

Expanding Companion Options

Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. 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.

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you.

d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Coordinated Attack

You and your animal companion form a more potent 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.

Beast’s Defense

While your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs

Your companion can use its action to make a melee attack against each creature of its choice within 5 ft of it with a separate attack roll for each target.

Superior Beast’s Defense

Whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it


Diabolist

Conclave Features

Ranger Level Feature
1st Phantom Sense
3rd Mind Impression, Rite of Peace
5th Extra Attack, Protection from Undead
7th Death Ward, Spiritual Sheath
11th Planar Blockade
15th Material Slip
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain use of Death Ward.
* Regain use of Material Slip.

Diabolist rangers roam the land, searching for tales of shades that hunt for the living, banshees that haunt the woods, or even helping ghosts that are not aware that they have passed in the first place. They believe that the ethereal creatures that we may become should be helped to pass on to a proper plane of existence, or at the very least stopped from harming others.

Phantom Sense

You gain the ability to magically sense the presence of ethereal undead creatures. As an action, you detect the location of the closest ethereal undead creature within 100 ft of you. You learn the CR of the creature, but not the exact type of the creature.

With longer concentration you can sense other disturbances in the natural cycle as well. If you focus for a minute, you know if a Celestial, Fiend, Undead, or creature possessed by a supernatural entity is within 30 ft of you. You learn the creature’s location, but not its identity.

Mind Impression

You can enhance your knowledge of the afterlife to whittle away the psyche of others. As a bonus action, you designate one creature you can see within 30 ft of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes psychic damage, and the creature takes an extra psychic damage equal to your Edge Die from the attack.

Rite of Peace

Through funerary rites and an understanding of the soul’s final journey, you can help ensure that the dead remain at peace. By spending 1 minute performing funeral rites over a corpse, you preserve it from decay and prevent it from becoming undead for 10 days.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Protection from Undead

You can inscribe a protective circle during a short or long rest. The circle occupies a 20-foot-radius area and lasts until your next long rest. Celestials, Fiends and Undead have disadvantage on attack rolls against creatures within the circle and can’t willingly enter it unless they succeed on a Wisdom saving throw against your Edge save DC.

Death Ward

The spirits of those you have aided watch over you, refusing to let your journey end before its proper time. As a reaction when you would be reduced to 0 hit points, you may instead drop to 1 hit point. Once you use this feature, you can’t use it again until you complete a long rest.

Spiritual Sheath

You are well versed in the effects that the supernatural creatures can cause. You have advantage on any saving throw from undead creatures’ special abilities, for example a ghost’s Possession or a specter’s Life Drain feature.

Planar Blockade

You can sense when a creature attempts to move out of this plane or travel and attempt to block it. Whenever a creature within 60 ft of you attempts to teleport or use a feature to travel to another plane, similar to the plane shift spell, you can use your reaction to cause the target creature to make a Wisdom saving throw against your Edge save DC. On a failure, the creature’s attempt fails.

Material Slip

You can alter your form to match the creatures you fight. As a bonus action, you can magically transform yourself into a semi-ethereal form, one between the material plane and a spirit. While you are like this, you have resistance to all damage from creatures that are not ethereal, except for force damage. You do not have resistance from any creature that is ethereal.

While in this form, you can move in any direction, including up and down, or through objects as difficult terrain. If you end your turn in an object, you take 10 force damage. You remain in this form for 1 minute. This feature ends early if you use a bonus action to do so, you fall unconscious, you die, or if you enter an area of antimagic.

Once you use this feature, you cannot do so again until you complete a long rest.


Dungeon Delver

Conclave Features

Ranger Level Feature
1st Dungeon Delver
3rd Dungeon Fighter, Lightwielder, Vaultbreaker
5th Extra Attack
7th Evasion, Treasure Hunter
11th Ruinwalker
15th Forgotten Clues
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain use of Treasure Hunter.
* Regain use of Forgotten Clues.

Some rangers guard forests, mountains, and deserts. Dungeon Delvers brave a different wilderness: the forgotten places beneath the world.

Ancient tombs, buried cities, monster-infested catacombs, and crumbling fortresses are their chosen domain. To a Dungeon Delver, every hidden passage is an invitation, every sealed door a challenge, and every trap a puzzle waiting to be solved.

Years spent navigating treacherous ruins teach these rangers how to spot danger where others see only stone. They learn how to read the marks left by long-dead civilizations, bypass ancient mechanisms, and survive dangers that claim less prepared adventurers.

While many seek treasure, the finest delvers are driven by curiosity. They uncover forgotten histories, recover lost relics, and bring the secrets of vanished kingdoms back into the light.

Dungeon Delver

You are alert to the hidden traps and secret doors found in many dungeons, gaining the following benefits:

Additionally you gain 1 skill point to spend on the burglary skill.

Dungeon Fighter

Once on each of your turns when you hit a creature that is adjacent to a wall, doorway, pillar, statue, or other solid structure, you deal additional damage equal to your Edge Die.

Lightwielder

If you’re holding a torch, you have advantage on melee attack rolls against creatures within your torchlight. You only gain this benefit if you’re underground or indoors, or in an area of dim light or darkness.

In addition, whenever a creature within your torchlight makes a melee attack roll against you or a creature within 5 feet of you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Vaultbreaker

Years spent exploring forgotten vaults have taught you how ancient mechanisms are built and how to force them open when necessary.

As an action, you may expend an Edge Die and spend 1 minute examining a nonmagical lock, barred door, chest, or similar mechanism. Roll the Edge Die. If the result is 4 or greater, the mechanism is opened, disabled, or bypassed. Particularly complex mechanisms may require a higher result, at the GM’s discretion.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Evasion

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 the saving throw, and only half damage if you fail.

Treasure Hunter

You have developed an uncanny knack for finding valuables and recognizing unusual objects. By 1 minute examining a room, cache, corpse, or similar location, you can determine whether any hidden valuables, magical items, secret compartments, or significant relics are present within 30 ft. Once you use this feature, you can’t use it again until you finish a long rest or recharge it by spending an Edge Die.

In addition, you can identify the purpose and method of operation of any non-artifact magic item by studying it for 1 minute.

Ruinwalker

You move through ancient structures with remarkable ease. Climbing doesn’t cost you additional movement, and standing from prone costs no movement. In addition, moving through rubble, collapsed passages, narrow ledges, stairs, ladders, and other architectural obstacles never costs you extra movement.

Forgotten Clues

A lifetime spent exploring ruins has taught you how to reconstruct the past from the smallest traces. By spending 1 minute examining an object, room, corridor, campsite, tomb, or similar location, you can learn significant events that occurred there.

The GM tells you information such as:

This ability relies on observation and deduction rather than magic. Once you use this feature, you can’t use it again until you finish a long rest or recharge it by spending an Edge Die.


Fey Hunter

Conclave Features

Ranger Level Feature
1st Iron Warden, Sealed Mind
3rd Fey Ward, Feybane
5th Extra Attack, Rally Against Fey
7th Warding of Iron
11th Lift the Veil
15th Master Fey Hunter
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain use of Warding of Iron.

The folk tales are true. Iron burns where steel merely cuts, spoken names carry power, and the Fair Folk are never quite what they seem. A fey hunter specializes in eliminating menaces from the Fey Realms and resisting the many charms and deceptions of the fey. Though fey hunters need not slay every fey they meet, alliances between the fair folk and their hunters are fleeting and uneasy.

Iron Warden

When you finish a long rest, you may perform a brief rite over a weapon made primarily of iron or steel. Until your next long rest, that weapon is considered cold iron for the purpose of overcoming the resistances, immunities, and special defenses of Fey creatures.

Sealed Mind

You have become vigilant against the wiles of the fey. You become proficient with Wisdom saving throws and you have advantage on saving throws against being charmed by Fey and on ability checks made to detect illusions or disguises created by Fey.

Fey Ward

You have learned you learn to establish an Fey Ward. By spending 1 minute placing iron nails, horseshoes, or other iron tokens around a campsite, dwelling, or similar area, you ward a 30-foot-radius area for 24 hours.

A Fey creature must succeed on a Wisdom saving throw against your Edge save DC to willingly enter the warded area. On a failure, it cannot cross the boundary and instinctively seeks another path. Once a creature succeeds on this saving throw, it is immune to that ward for 24 hours.

Only one Fey Ward may be active at a time.

Feybane

Your cold iron strikes bite deeply into the unnatural essence of the Fair Folk. As a bonus action, you designate one creature you can see within 30 ft. The next time you hit that creature on this turn with an attack using a cold iron weapon, the creature takes extra damage equal to your Edge Die.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Rally Against Fey

When an ally within 30 ft of you fails a saving throw against an enchantment spell, you can use your reaction to allow that ally to reroll the saving throw and take the higher result. You cannot use this feature on yourself.

Warding of Iron

You can invoke a Warding of Iron as an action. For 1 minute, requiring concentration as though concentrating on a spell, Fey creatures have disadvantage on attack rolls against you and cannot charm you. Once you use this feature, you can’t do so again until you complete a long rest.

Lift the Veil

Your strikes cut away at the magic surrounding your prey. When you take the Attack action and damage your target, you can use your bonus action to immediately end any one spell of 3rd level or lower affecting the target. You must know what effect you want to end, e.g. you could choose to end whatever is making your foe invisible, not necessarily knowing the exact spell causing the effect.

Additionally, whenever a Fey creature you can see attempts to teleport, become invisible, or magically alter its appearance, you immediately become aware of its true location until the end of your next turn.

Master Fey Hunter

Fey creatures within 30 ft of you must succeed on a Wisdom saving throw against your Edge save DC to teleport, become invisible, charm a creature, or enter a creature’s dreams. On a failure, the attempt is wasted.

Additionally, you can now end spells of 5th level or lower when using your Lift the Veil feature.


Freerunner

Conclave Features

Ranger Level Feature
1st Freerunning
3rd Momentum, Skyfall Strike
5th Extra Attack, Pathfinder’s Route
7th Evasive Fighter
11th Improved Skyfall
15th Impossible Route
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain use of Impossible Route.

Agile, evasive, and unmoored from the constraints that slow down other rangers, the archetypal freerunner is supremely nimble and capable of crossing terrain as quickly as possible. They accomplish this through a skilled combination of dashing, leaping, and nimbly climbing, that guides them down clever paths through their environments. Moreover, an adept freerunner can convert the momentum from their gymnastics into deadly force, crushing their enemies with exceptional impact from unexpected directions.

A freerunner is most at home in a city or in the treetops of a great forest, for their unique movement requires a place that is steeped with complex geometry which reaches high into the sky. Of course, even on flat terrain, a freerunner’s agility is not to be underestimated, for they can dive through a giant’s legs or scurry up its back with ease.

Freerunning

You have trained extensively to move freely over and through any terrain using only the abilities of the body. Gain the Acrobatics - Parkour skill and its prerequisite. If you have that skill already you may spend the skill point on any class skill.

Additionally, you have mastered a number of techniques:

Momentum

Speed is more than movement; it is a weapon. By leveraging agility, daring footwork, and superior positioning, you can strike with exceptional force. You gain Momentum whenever, on your turn, you move through a hostile creature’s space or leave a creature’s reach. The next weapon attack you make before the end of your turn gains the benefits of Momentum. On a hit, the attack deals additional damage equal to your Edge Die.

Skyfall Strike

You have learned to turn every leap, drop, and swing into a devastating attack. Whenever you descend at least 10 ft before hitting a creature with a melee weapon attack, the target must succeed on a Strength saving throw against your Edge save DC or be knocked prone. In addition, If the attack benefited from Momentum, the additional damage from Momentum is doubled.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Pathfinder’s Route

A freerunner instinctively sees paths that others overlook. A fallen tree becomes a bridge, a wall becomes a staircase, and a crowded street becomes an open road. Few obstacles can prevent you from finding a way forward.

You reduce any falling damage you take by an amount equal to five times your ranger level.

In addition, your travel pace is treated as one category higher when determining overland movement, and you suffer no penalty to Wisdom (Perception) checks while travelling at a fast pace.

Finally, whenever you spend at least 1 minute observing an urban environment, ruins, forest canopy, cave system, or similar complex terrain, you can identify the fastest route to any visible destination within that area, as well as likely routes used by creatures moving through it.

Evasive Fighter

A freerunner survives by never being where the enemy expects. Whenever you use Slide, Tumble, or Wall Run, you gain a +2 bonus to AC until the start of your next turn.

In addition, when a spell or other effect would require you to make a saving throw because you are within an area of effect, you can use your reaction to move up to half your movement speed before making the saving throw. If this movement carries you outside the area of effect, you automatically succeed on the saving throw. This movement doesn’t provoke opportunity attacks.

Improved Skyfall

Whenever you benefit from your Skyfall Strike feature, the attack scores a critical hit on a roll of 19 or 20.

Impossible Route

Years of freerunning have taught you that every obstacle contains a path. As an action, choose a point you can see within 60 ft. You immediately move to that location by vaulting, climbing, squeezing, and tumbling along a route too fast for others to comprehend. This movement ignores nonmagical barriers up to 5 ft thick, provided there is empty space beyond them.

Once you use this feature, you can’t use it again until you complete a long rest.


Gloomstalker

Conclave Features

Ranger Level Feature
1st Eyes of the Gloom, Iron Mind
3rd Dread Ambusher, Umbral Quarry
5th Extra Attack
7th Shadow Sense
11th Stalker’s Flurry
15th Shadowy Dodge
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain all uses of Umbral Quarry.
* Regain all uses of Shadow Sense.

Most rangers are guardians of the wilderness. Gloomstalkers are guardians of the places where the wilderness ends and something darker begins.

They hunt creatures that dwell beyond the warmth of sunlight: aberrations lurking beneath forgotten ruins, shadow-haunted predators from the Shadowfell, and ancient horrors that stalk the deepest forests after dusk. While others light torches and pray for dawn, a Gloomstalker learns to trust the darkness.

To a Gloomstalker, darkness is not an obstacle but a tool. Every shadow is concealment. Every patch of dim light is an opportunity. They stalk their prey patiently, learning its habits, following its trails, and waiting for the perfect moment to strike.

Villages on the edge of civilization often owe their survival to a Gloomstalker they never knew existed. These rangers walk lonely paths through moonless forests, winding caverns, and forgotten ruins, ensuring that whatever hunts from the darkness never reaches the innocent.

Many Gloomstalkers eventually become as unsettling as the things they pursue. Their eyes catch glints of movement others miss. Their footsteps make no sound. Their presence is often noticed only after the threat has already been dealt with.

Eyes of the Gloom

You have adapted to thrive in darkness and twilight. You can see in dim light within 120 ft as if it were bright light. While in dim light, you have advantage on Perception checks that rely on sight.

Iron Mind

You have honed your ability to resist the mind-altering powers of tha aberrations of the deep caverns. You gain proficiency with Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Dread Ambusher

You master the art of the ambush. You gain a bonus to initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your speed increases by 10 ft until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, it deals extra damage equal to your Edge Die.

Umbral Quarry

You learn to hunt creatures through the darkness itself. As a *bonus action, choose one creature you can see within 90 ft. The creature becomes your Umbral Quarry for 1 hour.

Once on each of your turns when you hit your quarry with a weapon attack, you deal additional necrotic damage equal to your Edge Die. In addition, the quarry’s speed is reduced by 10 ft until the start of your next turn, as tendrils of shadow manifest to hinder their movement.

You can designate a quarry a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Shadow Sense

Your senses have adapted to darkness in ways others struggle to comprehend. You gain blindsight to a range of 10 ft.

In addition, as an action, you may focus your senses for up to 1 minute. While focused, you gain tremorsense out to 30 ft. This focus ends early if you move, become incapacitated, or take damage.

You may use this feature a number of times equal to your proficiency bonus, regaining all uses when you complete a long rest.

Stalker’s Flurry

You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.


Herbalist Conclave

Conclave Features

Ranger Level Feature
1st Natural Alchemist
3rd Volatile Mixtures
5th Extra Attack
7th Natural Resistance,
Opportunist
11th Quick Mixing
15th Master Alchemist

Herbalist rangers are students of nature’s hidden chemistry. To them, every flower is a potential remedy, every fungus conceals a secret, and every venom carries the seed of a weapon.

While other rangers learn to master beasts or stalk prey through darkness, an Herbalist studies the countless reactions that occur within the natural world. They know which roots numb pain, which mosses preserve life, which pollens cloud the mind, and which rare blossoms can kill with a single drop.

Most Herbalists travel with bulging satchels filled with dried herbs, toxins, spores, salves, and unfinished concoctions. Around a campfire they grind roots and distill essences. In battle they hurl volatile mixtures, coat weapons with virulent toxins, and administer life-saving remedies in the space between heartbeats. To an untrained observer, the work of an Herbalist seems like magic. Yet they know the truth: nature itself is the greatest alchemist.

Natural Alchemist

Gain 1 skill point each to spend on the Alchemy and Herbalism skills.

Volatile Mixtures

As long as you have an herbalism kit, during a long rest you can prepare five mixtures, chosen from the list below, in any combination. For example, you can prepare three healing draughts and two quick coatings at the end of a long rest.

It is assumed that your mixtures are created from ingredients foraged or gathered while traveling. Your mixtures lose their potency after 24 hours. Some mixtures require a target to make a saving throw to resist the mixture’s effects. The saving throw DC is your Edge save DC.

Extra Attack

You can attack twice, instead of once whenever you take the Attack action on your turn.

Natural Resistance

Due to repeated exposure to alchemical mixtures and poisons, your body’s natural resistances have increased. You gain proficiency with Constitution saving throws as well as resistance to poison damage.

Opportunist

If you hit a poisoned target, you deal extra damage equal to your Edge Die.

Quick Mixing

You can rapidly improvise mixtures from ingredients on hand. As a bonus action, you may expend one Edge Die to create a mixture you know and immediately use it as part of the same action. The mixture lasts until the end of your current turn. In addition, during a long rest you prepare additional mixtures equal to your Wisdom modifier.

Master Alchemist

You have learned to push your concoctions beyond their intended limits. Whenever you use one of your mixtures, you may expend an Edge Die to enhance it. Choose one:


Horizon Walker

Conclave Features

Ranger Level Feature
1st Detect Portal
3rd Planar Warrior
5th Extra Attack
7th Ethereal Step, Spectral Defense
11th Dimensional Leash
15th Planar Banishment
Rest Additions
The following additions are made to the general rest rules.
Long rest
Add the following class specific benefits to choose from:
* Regain all uses of Ethereal Step.
* Regain all uses of Dimensional Leash.
* Regain use of Planar Banishment.

Horizon Walkers stand watch at the boundaries of reality. Where others see a forgotten stone arch, a shimmering grove, or a crack in an ancient cavern wall, they see a doorway to another world.

These rangers dedicate their lives to studying the countless planes beyond the mortal realm and the creatures that travel between them. Some patrol ancient portals hidden deep within the wilderness. Others hunt fiends that slip into the world through weakened barriers, pursue fey nobles who abduct mortals into their twilight kingdoms, or track elementals that have escaped from their native planes.

A Horizon Walker learns that each plane possesses its own nature and power. The raging energies of the Elemental Planes, the radiance of the Upper Planes, the hunger of the Lower Planes, and the strange forces of realms beyond mortal understanding can all be turned against the creatures that dwell there.

Detect Portal

You gain the ability to magically sense the presence of a planar portal. As an 10 minutes ritual, you detect the distance and direction to the closest planar portal within 1 mile of you.

Planar Warrior

You have learned to channel the energies of distant planes through your weapons.

As a bonus action, choose one creature you can see within 30 ft of you. The next time you hit that creature with a weapon attack before the end of your turn, the attack deals additional damage equal to your Edge Die.

When you activate this feature, choose one of the following damage types:

The additional damage becomes the chosen damage type.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Ethereal Step

You can briefly slip between the Material Plane and the Ethereal Plane. As a bonus action, you become partially ethereal until the end of your current turn.

While in this state:

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Dimensional Leash

Your understanding of planar boundaries allows you to bind creatures to their current reality. When you hit a creature with a weapon attack, you may force it to make a Charisma saving throw against your Edge save DC. On a failed save, the creature becomes anchored to its current plane for 1 minute. While anchored:

The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds on a saving throw against this feature, it is immune to it for 24 hours.

You may use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Spectral Defense

Your understanding of planar boundaries allows you to shift partially out of phase with reality. When you take damage from an attack, you can use your reaction to gain resistance to that attack’s damage.

Planar Banishment

You have mastered the pathways between worlds and can forcibly expel creatures from the plane they occupy. As an *action, choose one creature within 60 ft that you can see. The creature must succeed on a Charisma saving throw against your Edge save DC.

On a failure, the creature vanishes into a harmless demiplane. At the end of each of its turns, the creature may repeat the saving throw, returning to the nearest unoccupied space on a success. If the creature is native to another plane of existence and you maintain concentration for 1 minute, it is immediately returned to its home plane.

Once you use this feature, you can’t use it again until you complete a long rest.


Hunter Conclave

Conclave Features

Ranger Level Feature
1st Negotiator
3rd Hunter’s Prey
5th Extra Attack
7th Defensive Tactics
11th Multiattack
15th Superior Hunter’s Defense

The Hunter serves as a protector of both the wilderness and civilization. They attempt to keep the peace, ensuring hostilities don’t arise between the two different settlements. A Hunter is equipped to handle threats from both sides, from poachers and polluters to rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Negotiator

You gain 1 skill point to spend on Speechcraft.

Hunter’s Prey

You gain one of the following features of your choice.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Defensive Tactics

Your training has made you resilient in the face of overwhelming odds. You gain one of the following features of your choice.

Multiattack

Gain one of the following features of your choice.

Superior Hunter’s Defense

Your experience has proven invaluable in keeping you safe from harm. Gain one of the following features of your choice.


Stalker

Conclave Features

Ranger Level Feature
1st Investigator’s Intellect
3rd Penetrating Insight
5th Extra Attack, Streetwise
7th Iron Mind
11th Informant Network, Twenty Moves Ahead
15th Most Dangerous Game
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain use of Penetrating Insight.

At first glance, you seem hopelessly out of place in an adventuring party, looking instead like a drab town dweller who has wandered into danger by mistake. You maintain a soft-spoken, rather nondescript demeanor, but this is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only your closest friends realize the extent of your expertise in intelligence gathering. And that’s just the way you like it. Stalkers serve as investigators, spies, informants, interrogators, and vigilantes.

Unlike other rangers, you are just as at home in a crowded metropolis as you are in a wilderness setting. Like all rangers, you are a master of the hunt, but when your prey can be as intelligent, sophisticated, or devious as yourself, hunting them is a far more complex task. You are experienced in solving intricate mysteries and bringing justice to the masterminds behind ambitious crimes. As comfortable stalking your quarry in a bustling city as a savage wilderness, you are no mere urban ranger, but a master of observation, deduction, and interrogation.

Investigator’s Intellect

You have a superior mastery of skills related to obtaining information, allowing you to find clues others might miss. This gives you the following of benefits:

Penetrating Insight

You can focus your deductive powers on a single target, analyzing its weaknesses and gaining insights on how to defeat it. As a bonus action, you can force a creature you can see that isn’t incapacitated to make a Charisma saving throw against your Edge save DC. The target has disadvantage on this saving throw if it is your favored enemy. If the creature succeeds, they are immune to this effect for 1 hour.

If the target fails, once during each of your turns, you can add your Edge Die to one of the following rolls of your choice:

These benefits last until you target a different creature with this feature or until you finish a long rest.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Streetwise

You disappear into crowds without hesitation. While you are hidden, moving through a crowd that isn’t hostile to you, you can don a disguise if you have prepared it in advance and you have at least one hand free.

Additionally you learn Thieves’ Cant.

Iron Mind

You have trained your mind to an extraordinary level of insight, memory, and attention to detail and gain the following benefits:

Informant Network

You have carefully built up a network of informants who you can contact from almost anywhere (via a messenger bird, magic, or other). These informants are mix of guards, beggars, vagabonds, merchants, and allied government officials who have enough personal loyalty to you to perform routine favors, but not to risk their safety. As long as you are within 100 miles of a settlement that includes at least 100 intelligent creatures with whom you share a language, you can use the following abilities:

For example, if you entered a new city and used this ability, you could determine its most powerful thieves’ guild, the locations of temples that can provide magical healing, and which graveyards are said to be haunted by undead.

Twenty Moves Ahead

You can see through your opponent’s deceptions and anticipate their actions. When a creature that is the target of your Penetrating Insight feature misses you with an attack roll, that creature provokes an opportunity attack from you. In addition, all checks to deceive you are made with disadvantage.

Most Dangerous Game

Your nearly supernatural instincts allow you to predict your enemy’s attacks. Once per turn when you take damage from the target of your Penetrating Insight, you can reduce the damage you would take by an amount equal to one roll of your Edge Die.


Witch Hunter

Conclave Features

Ranger Level Feature
1st Hunter’s Sense, Spellsight
3rd Slayer’s Prey
5th Extra Attack
7th Supernatural Defense
11th Magic-User’s Nemesis
15th Slayer’s Counter
Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain use of Spellsight.
Long rest
After a long rest:
* Regain use of Magic-User’s Nemesis.

Most rangers concern themselves with ordinary predators. Witch hunters hunt the creatures that haunt legends.

They track vampires through ancient crypts, follow dragons into forgotten ruins, and pursue hags, fiends, and fey through places where reality itself has been twisted by magic. Over time they learn to identify supernatural creatures by subtle signs invisible to others, uncover hidden weaknesses, and dismantle magical defenses through a combination of training, instinct, and ruthless precision.

A Witch hunter knows that steel alone is rarely enough. Every monster has a weakness. Every sorcerer has a moment of vulnerability. Every spell leaves traces that can be followed. Through patience and relentless study, the Hunter learns to find those weaknesses and exploit them without mercy.

Hunter’s Sense

Years spent studying monsters and magical creatures have taught you to identify their strengths and weaknesses.

As an action, choose one creature you can see within 60 feet. You immediately learn whether the creature possesses any damage immunities, resistances, or vulnerabilities and what they are. If the creature is protected from divination or similar effects, you instead learn that its nature cannot be discerned.

Spellsight

You have learned to perceive the lingering traces of supernatural power. By concentrating for 1 minute, you become aware of active magical effects, enchanted objects, portals, curses, and other supernatural influences within 30 ft of you that are not behind total cover. This ability reveals only the presence and location of such effects, not their precise nature.

In addition, as a bonus action, you may study a creature you can see within 60 feet. You learn whether that creature can cast spells or possesses innate magical abilities. If it does, you learn its spellcasting ability and the highest level of magical power it can wield.

Once you use any of the effects in this feature, you can’t use it again until you complete a short rest.

Slayer’s Prey

As a bonus action, choose a creature you have successfully examined with your Hunter’s Sense feature since your last short rest. The creature becomes your prey. The first time each turn that you hit your prey with a weapon attack, it takes additional damage equal to your Edge Die.

This benefit lasts for 24 hours, until the creature dies, or until you designate a different prey.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Supernatural Defense

Your experience battling supernatural foes grants uncommon resilience. Whenever you make a saving throw against a spell, magical effect, or supernatural ability, you gain a bonus equal to your Wisdom modifier.

In addition, whenever the target of your Slayer’s Prey forces you to make a saving throw, add your Edge Die to the roll.

Magic-User’s Nemesis

When a creature you can see within 60 feet attempts to cast a spell, teleport, or activate a magical ability, you can use your reaction to disrupt it. The creature must succeed on a Wisdom saving throw against your Edge save DC. On a failure, the effect fails and any resources spent are wasted.

Once you use this feature, you can’t use it again until you complete a long rest or use an Edge to recharge it.

In addition, whenever you hit your Slayer’s Prey, it has disadvantage on Constitution saving throws made to maintain concentration until the start of your next turn.

Slayer’s Counter

You have learned to exploit the brief openings created when your prey unleashes its supernatural powers. When the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to immediately make one weapon attack against it.

The attack occurs before the saving throw. If the attack hits:

In addition, you have resistance to damage caused by spells and magical effects originating from your Slayer’s Prey.


Restricted to Awakened (bound spirit) characters

Banshee Conclave

Conclave Features

Ranger Level Feature
1st Dreadful Visage
3rd Phaseblade
5th Extra Attack, Terrorizer
7th Creature of Fear
11th Haunting Keen
15th Lament
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain all uses of Lament.

Gifted with power from the dark corners of the feywild, this conclave embodies the horror that haunts the hills. Banshees imitate spirits and spectres to stalk, terrify, and slaughter their enemies. They are the very image of fear, whose knives gleam grisly silver and whose terrible howls chill the soul.

Restriction

The Banshee conclave can only be taken by an awakened bound spirit.

Dreadful Visage

You specialize in hunting the cowardly. You can use a bonus action to transform your face into a terrible countenance for a split second. Choose one creature within 30 ft that can see you. The sight of you forces that creature to make a Wisdom saving throw against your Edge save DC. If it fails, it is frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature has disadvantage on saving throws against this feature if one or more creatures within 30 of it are also frightened of you.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the your Dreadful Visage for the next 24 hours.

Phaseblade

Your ghostly nature transforms your weapons. Once per turn when you make a weapon attack a frightened target, you can phase your weapon or ammunition through it. This attack deals your choice of cold, necrotic, or psychic damage, and deals extra damage equal to your Edge Die.

The attack roll ignores AC bonuses granted by armor, shields, parrying reactions, and all but total cover.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Terrorizer

You have advantage on attack rolls against creatures that are frightened.

Creature of Fear

You have become so used to using fear as a weapon that the same tactic doesn’t work against you. You are immune to the frightened condition, and gain proficiency with Charisma saving throws.

Haunting Keen

You can use Dreadful Visage as a free action when you roll initiative. Whenever you use Dreadful Visage in this way, you can replace the facial transformation with a horrific wail that affects all hostile creatures within 60 ft of you, instead of one creature.

Lament

You can use your reaction to let out a mournful wail that wards off death when one friendly creature that you can see within 60 ft drops to 0 hit points. Until that creature is stabilized, it has advantage on death saving throws and attack rolls made against it have disadvantage. You can use this reaction immediately before being knocked to 0 hit points to gain its benefits yourself.

You can use this feature a number of times equal to your proficiency bonus, and must complete a long rest before you do so again.


Restricted to Gnome, Halfling & Kobold characters

Trickster Conclave

Conclave Features

Ranger Level Feature
1st Bonus skills,
Combat Trickster
3rd Opportune Strike
5th Combat Trickster (additional tricks),
Rabbit from a Hat
7th Out of Sight, Out of Reach
11th Combat Trickster (additional tricks),
Exploitative Nature
15th Elusive Foe

Halfling, Kobold and Gnome rangers are regularly underestimated, but those in the Trickster conclave use that lack of esteem as both a defense and an offense, when need be. Using their cleverness and various talents, they create their own advantages in order to level the playing field.

Restriction

The Trickster conclave can only be taken by a Gnome, Halfling or Kobold character.

Bonus Skills

Gain 2 skill points to spend on Craft and Engineering skills.

Combat Trickster

When you join this conclave, you learn how to use your ingenuity, deft hands, and the knowledge you’ve accumulated, to counteract that you are physically at a disadvantage to most foes.

Combat Tricks. The conclave has entrusted you with three blueprints and designs for combat tricks; items meant to hinder your enemies. The combat tricks are detailed at the end of the archetype description. You learn the design of one additional combat trick at 5th and 11th level. You never trigger your own combat tricks unless you want to.

Trick Capacity. Using your tinker tools, you can spend a short rest crafting or repairing a combat trick. You can only carry four of these combat tricks at any given time. Your trick capacity increases by one at 5th level and 11th level.

Saving Throws. Your combat tricks require creatures that trigger them to make a saving throw to avoid its effects. The saving throw DC is calculated as follows: Combat Trick DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)

Opportune Strike

You have leart how to exploit the openings your combat tricks create. When a creature fails a saving throw against one of your combat tricks, you can use a reaction to make one weapon attack against it. If that attack hits, you deal additional damage equal to your Edge Die.

Rabbit From a Hat

Your familiarity with the combat tricks you employ improves your handling of them. You can choose to use combat tricks as a bonus action.

Additionally, when you craft or repair a combat trick, you can spend an Edge Die to improve it. An item improved in this way deals 3d6 extra fire or poison damage when a creature fails its saving throw against it. The type of damage can be chosen when it is triggered.

Out of Sight, Out of Reach

You always have a plan to get out of a sticky situation. You can use a bonus action to take the Disengage action.

Exploitative Nature

Your keen eye knows exactly which signs to look for, and how to exploit a show of weakness, no matter how slight it is. When you use a reaction to attack a creature because it failed a saving throw against one of your combat tricks, you can make two weapon attacks instead of one.

Elusive Foe

You can use every opportunity to get out of dodge. When a creature fails a saving throw against one of your combat tricks, you can use your reaction to move up to half your speed.

Combat tricks

Some of the items here are also in the Player’s Handbook, but these versions are slightly improved, due to the time, effort, and talent poured into making them.


Restricted to Shifter characters

Moonstalker Conclave

Conclave Features

Ranger Level Feature
1st Effortless Shifting
3rd Combat Savagery
5th Extra Attack
7th Mystic Savagery, Unleash the Silent Predator
11th Call to the Moon, Pack Leader
15th Circle the Prey
Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain all Savagery points.
* Regain use of Circle the Prey.
Long rest
After a long rest:
* Regain use of Unleash the Silent Predator.
* Regain use of Call of the Moon.

All weretouched—whether they are shifters or lycanthropes—harbor a bestial nature inside themselves. This innate fierceness in lycanthropic blood reveals itself most often in battle. Many weretouched call upon their legacy when needed, but at some point you learned that you were different, and that the power in your blood was greater than you believed.

You take the name moonstalker for the strong tie to your lycanthropic nature you have nurtured in your spirit. You have always had an greater animalistic side, manifested in your physical features and sometimes through your behavior, and now you have awakened this heritage in yourself to become preternaturally formidable. Your tactics and behavior have left behind civilized methods for the savagery, speed, and frightening fury of an untamed predator.

Restriction

The Moonstalker conclave can only be taken by a Shifter character.

Effortless Shifting

When using your folk feature Shifting, you also heal a number of hit points equal to your class level.

Combat Savagery

You gain a number of savagery points equal to your proficiency bonus. When you finish a short rest, you regain all savagery points.

When you hit a creature with a natural weapon or light melee weapon, you can expend 1 savagery point to inflict extra damage equal to your Edge Die and to create one of the following effects:

You cannot spend more than 1 savagery point on the same attack.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Mystic Savagery

As a bonus action, you can spend one Edge Die and gain a number of savagery points equal to a roll of the die.

Unleash the Silent Predator

You can transform yourself into the powerful creature lurking inside you. Choose a beast whose challenge rating is 4 or lower. You can spend 3 savagery points to cast the polymorph spell without any components, targeting yourself and polymorphing into the chosen beast. The casting time is changed to 1 bonus action for this casting, but the duration is reduced to 1 minute. The spell is not a concentration spell when cast in this way.

While in the form you assumed, you gain resistance to nonmagical bludgeoning, piercing, or slashing damage that is not silver. Otherwise it functions just like a normal polymorph spell.

Once you use this feature, you cannot do so again until you finish a long rest.

Call to the Moon

You unleash a bloodcurdling howl or roar, announcing that the hunt has begun. As an action, you can force each creature of your choice within 30 ft to make a Wisdom saving throw against your Edge save DC. A target takes 3d8 psychic damage on a failed save or half as much damage on a successful one. In addition, creatures that fail the save are frightened by you until the end of your next turn.

Once you use this feature, you cannot do so again until you finish a long rest, or spend an Edge Die to recharge it.

Pack Leader

While adjacent to a prone creature, your allies add your Edge Die to damage rolls against that creature.

Circle the Prey

You instinctively sense the perfect opening to stalk around your prey and inflict a finishing blow. As a bonus action, choose one creature you can see within 30 ft. For 1 minute, you gain the following benefits when attacking that creature.

Once you use this feature, you cannot do so again until you finish a short rest.

Hunter's Edge

If an Edge has prerequisites, you must meet them to learn it. You can learn the Edge at the same time you meet its prerequisites. The Edges are presented in alphabetical order.