Conclave of the Survivor
Where seemingly no creatures could live, you have managed to make it your home. Rangers of this conclave carry with them a piece of the most extreme environments, empowering them and giving them an edge to their survival.
Survivor Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Survivor Spells table. The 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 | Absorb Elements |
| 5th | Enhance Ability |
| 9th | Leomund's Tiny Hut |
| 13th | Otiluke's Resilient Sphere |
| 17th | Control Weather |
Elemental Adaptation
At 3rd level, you have grown stronger through your encounters with hostile environments. Choose one of the following benefits.
- Abyss. You gain a swimming speed equal to your walking speed, and can breathe underwater.
- Artic. Your movement speed cannot be reduced.
- Desert. You ignore the first level of exhaustion you may have, delaying the effects of exhaustion by 1 and thus requiring 7 levels of exhaustion to fully kill you.
- Irradiated. You have advantage on Constitution saving throws from spells and against being poisoned.
- Sky. You no longer need to breathe, and gain a climbing speed equal to your walking speed.
- Volcanic. You gain resistance to fire damage.
Each time you gain a level in this class, you can choose to swap your current benefit for another.
At 7th level, you gain an extra benefit of your choice.
Weather Within Grasp
Also at 3rd level, your attacks carry a fragment of the extreme environments around the world. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Once on each of your turns, a weapon attack you make deals an extra 1d4 damage of that type. You ignore resistances to that damage type when dealing this damage.
You can change this chosen element after finishing a short or long rest.
At 11th level, this damage increases to 1d6.
Blessing of the Environment
At 7th level, your connection to the environment grants you magic tied to it. You gain an additional spell based on your current Elemental Adaptation benefits. These two spells counts as ranger spells for you, but don't count against the number of ranger spells you know.
- Abyss. Shadow Blade.
- Artic. Blur.
- Desert. Mirror Image.
- Irradiated. Magic Weapon.
- Sky. Misty Step.
- Volcanic. Heat Metal.
You can cast either spells as a 2nd-level spell once without expending a spell slot. Once you cast a spell in this manner, you can't do so again until you finish a long rest.
Improved Elemental Adaptation
Upon reaching 11th level, you treat any environment as home. Choose one of the two benefits you possess from your Elemental Adaptation feature. You gain its following benefit.
- Abyss. You gain resistance to bludgeoning damage.
- Artic. You gain resistance to cold damage.
- Desert. You gain resistance to necrotic damage.
- Irradiated. You have resistance to damage originating from spells and magical effects.
- Sky. You take no damage from falling, and can move 3 feet horizontally for every 1 foot you fall.
- Volcanic. You are immune to fire damage produced by terrain or the environment, and ignore difficult terrain produced through the ground.
At the end of a long rest, you can choose to swap this benefit with that granted by your other Elemental Adaptation.
Ultimate Survivor
At 15th level, you can cast Primordial Ward once without expending a spell slot. When doing so, the spell does not require concentration.
Once you have used this feature, you can't use it again until you finish a long rest.

