TEXT:  
  Ranger Conclave 
  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. 
  Conclave of Geomancers 
  All rangers are skilled in the use of natural magic, drawing 
  supernatural power from the world around them to support 
  their mundane abilities. Geomancers, however, are blessed 
  with a much stronger connection to the earth than the 
  typical ranger. These individuals are able to unleash the 
  magic of nature in a raw, undiluted form to strike down 
  their foes, as well as having the ability to move through 
  even the most extreme of environments unmolested. 
  Geomancy 
  When you join this conclave at 3rd level, you gain the 
  ability to channel the power of nature to attack your 
  enemies. As an action on your turn, you can use your 
  geomantic magic to attack a creature you can see within 60 
  feet of you. The target must make a Dexterity saving throw 
  against your ranger spell DC. On a failed save, the creature 
  takes 1d6 damage and is subjected to a condition based on 
  your surroundings until the start of your next turn. On a 
  successful save, the creature takes no damage and is not 
  subject to a condition. The damage type and condition are 
  determined by your current surroundings, as shown in the 
  Geomancy Terrain table. 
       Conditions marked with a * are more difficult to inflict, 
  so the target has advantage on the saving throw. 
       The damage inflicted by this ability increases based on 
  your total level (not ranger level). It deals 2d6 at 5th level, 
  3d6 at 11th level and 4d6 at 17th level. 
   
   
   
   
  Geomancy Terrain 
  Weatherproof 
  Also at 3rd level, you are unaffected by naturally occurring 
  adverse weather conditions such as wind, rain, snow, and  
  fog, though you are still subject to the perils of extreme 
  heat and extreme cold. 
  Empowered Geomancy 
  Starting at 5th level, your geomancy becomes more 
  powerful. Instead of targeting one creature, you can now 
  target a point within 60 feet. Each creature within 10 feet of 
  that point must make a saving throw against your 
  geomancy. 
  Natural Defense 
  At 7th level, you gain resistance to the damage type and 
  immunity to the condition associated with the terrain type 
  you are currently in. 
  Command Wildlife 
  By 11th level, you can use magic to bring wildlife under 
  your control, as long as they are native to the environment 
  you are in. As an action, you can choose one creature that 
  you can see within 60 feet of you. If the creature 
  customarily inhabits the terrain type that surrounds you 
  (such as a black dragon in a swamp or a fiend in a Lower 
  Plane), it must make a Charisma saving throw against your 
  ranger spell save DC. On a failure, it becomes friendly to 
  you and obeys your commands until you use this feature 
  again. On a success, it is immune to this feature for 24 
  hours. 
       More powerful creatures are harder to control in this 
  way. If the target has a CR of 2 or higher, it has advantage 
  on the saving throw. If it fails the saving throw and has a 
  CR of 5 or higher, it can repeat the saving throw at the end 
  of every hour until it succeeds and breaks free. 
  Geomantic Barrier 
  Starting at 15th level, your geomantic magic protects you 
  from harmful arcana. You can add your proficiency bonus 
  to all saving throws you make against spells and other 
  magical effects. 
  Terrain 
  Damage Type 
  Condition 
  Dry Lands (cold deserts, xeric shrublands, and salt flats) 
  Necrotic 
  Stunned* 
  Forests (jungles, rainforests, woodland, and taiga) 
  Piercing 
  Restrained 
  Grasslands (plains, steepes, savannah, fields, and meadows) 
  Slashing 
  Charmed 
  Magical Locations (demiplanes and the Outer Planes) 
  Radiant 
  Frightened 
  Manmade Environments (towns, cities, bridges, and fortifications) 
  Lightning 
  Deafened 
  Rocky Lands (hills, mountains, caves, and the Underdark) 
  Bludgeoning 
  Petrified* 
  Sandy Lands (hot deserts and beaches) 
  Fire 
  Blinded 
  Snowy Environments (tundra, glaciers, and anywhere after snow) 
  Cold 
  Paralyzed* 
  Water (lakes, rivers, seas and oceans) 
  Acid 
  Incapacitated 
  Wetlands (swamps, marshes, bayous, salt marshes, bogs, and fens) 
  Poison 
  Poisoned 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Conclave of Geomancers.pdf