Master of Distance Conclave (5e Subclass)

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Master of Distance Conclave[edit]

Rangers trained in the Master of Distance Conclave are dedicated to the pursuit of knowledge, discovery, and the unfurling of the world's secrets. These rangers view the world as an expansive puzzle box that beckons them to uncover its mysteries.

These rangers are more than simple explorers; they are masters of adaptation, blending seamlessly with their surroundings, learning local costumes and becoming one with the people they meet and environment they travel by. They excel in exploration and cartography, mapping the unknown and uncovering hidden truths where others fear to tread.

To these wayfaring rangers, knowledge is power, and power is a tool for survival. Information is the key to success, and they guard it fiercely.

Master of Distance Magic

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Master of Distance Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd comprehend languages
5th find steed
9th clairvoyance
13th find greater steed
17th teleportation circle
Master of Exploration

Starting at 3rd level, your experience in traveling has made you a master navigator. You can always find your way, even in the most unfamiliar terrain. You can never become lost through nonmagical means, and when traveling through the wilderness, you can find the safest path without requiring survival checks. you gain a vast knowledge of the world’s geography and cultures. You gain proficiency in Cartographer’s Tools and one additional language of your choice.

Furthermore, you can spend 1 hour studying a map or surveying a location to gain advantage on any Intelligence (History), Intelligence (Nature), or Wisdom (Survival) checks related to that area. If the area is an urban environment, you can also gain advantage on Wisdom (Persuasion) checks made towards members of that particular settlement.

Travel Companion

At 3rd level, you learn a modified version of the find familiar spell, that you can also cast as a ritual and that doesn't count against your maximum number of known spells. In addition to the normal forms, the companion can assume the form of a mount (riding horse, camel, mastiff, mule or pony, as appropriate).

While within 5 feet of your companion or mounting it, you cause additional damage equal to your Wisdom modifier with your attacks. This additional damage is dealt only once per turn.

Strider's Escape

At 7th level, over the years of your life, you have trained yourself to not let yourself get hurt. When you take damage from a melee attack, succeed on a contested grapple check or on a save against the restrained, grappled or paralyzed conditions, you can use a Reaction to move up to 15 feet. This movement ignores difficult terrain and don't provoke opportunity attacks.

Wayfarer's Insight

At 11th level, as a Bonus Action, you can take the Search action, and uncover a hidden secret about an object, structure or creature you can see within 60 feet. Doing so grants you Advantage on your next attack made against that target until the end of your turn, and reveal resistances, immunities, conditions resistances and condition immunities from that creature.

In addition, you use your Wisdom modifier, rather than Intelligence, for skills that require Intelligence.

Evasive Tactics

At 15th level, you can use your Strider's Escape, you gain temporary hit points equal to half your ranger level (rounded up).

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