Ranger
Base Class: Ranger

The Wilderborn are those with an inherent call to nature and those creatures within it. Some are literally born in the wild, while others have spent so long in it they feel closer to beast than man. 

Magic of the Wilderborn

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gloom Stalker Spells

Nature's Companion

At 3rd level creatures you summon with the Animal Companion spell are more powerful. Whenever you summon a creature using the Animal Companion Spell, it gains the following benefits-

Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as any skills it is proficient in. For each level you gain after 3rd any animal companion you summon gains an additional hit die and increases its hit points accordingly. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

Share Spells

Your bond with your summoned companion(s) has strengthened, allowing you to share any magic you cast upon yourself with it.

Beginning at 7th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 10 feet of you. this range increases to 30 ft. at 15th level

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Nature's Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

In addition, if your companion's attack has a save DC you may add your proficiency bonus to the save DC as long the companion can see you. 

Primal Defense

At 15th Level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage.

In Addition, while your companion can see you it has advantage on all saving throws.

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