Ranger
Base Class: Ranger

To tame an owlbear takes a special kind of ranger. Owlbears are considered to be one of the forest’s most dangerous creatures, and many consider them unnatural monstrosities. You are different, however. You see that this is a beast like any other, and as such you can tame its wild nature. The bond formed with an owlbear is one that is lifelong and nigh unbreakable. When this creature is bonded to you, it will fight to protect you with the very essence of its being

Monstrous Ward

At 3rd level, you magically bond with an [creature]owlbear[/creature] cub. The owlbear cub uses the game statistics in the stat block below. These stats will be improved as you level up, and you will always use the adjusted version of the stat block equivalent to your ranger level, even if your companion dies and you need to find a new  [creature]owlbear[/creature]. The  [creature]owlbear[/creature] obeys your commands and takes its turn before or after your initiative; you choose when initiative is rolled. If you are incapacitated, the owlbear continues to act, but will attempt to fiercely protect the you. It regains all hit points on a long rest and can spend hit dice on a short rest. If the owlbear dies, you must find a new [creature]owlbear[/creature] cub, spending 8 hours bonding with the creature.

Owlbear Cub

Armor Class 10 plus PB (natural armor)

Hit Points (Ranger Level) d10 + PB + (Con Bonus x Ranger Level)

Speed  30 ft

STR
14(+2)
DEX
12 (+1)
CON
14 (+2)
INT
3 (−4)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus + PB

Skills Athletics = (2 + PB), Perception = (1 + PB)

Senses darkvision 60 ft., passive Perception = (10 + Wis bonus + PB)

Initiative — +1

Actions

Beak. Melee Weapon Attack: + (2 + PB) to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage.                                                                                                                           Claws. Melee Weapon Attack: + (2 + PB) to hit, reach 5 ft., one target. Hit: (2d8 + PB) slashing damage

Shared Vitality

Starting at 3rd level, as an action you can choose to spend any number of hit dice to heal your owlbear a number of hit points equal to the dice rolled, transferring your own vitality into the creature through your touch.

Growth Spurt (Yearling)

At 7th level, your owlbear grows into a yearling, gaining 10 feet of movement, its Strength and Constitution scores become 16, and it gains the Pack Tactics ability: the owlbear has advantage on an attack roll against a creature if the owlbear’s tamer is adjacent to it. In addition, you also gain advantage on melee attacks when your owlbear is adjacent to you.

Owlbear Yearling

Armor Class 10 + PB (natural armor)

Hit Points (Ranger Level) d10 + PB + (Con Bonus x Ranger Level)

Speed  40 ft

STR
16(+3)
DEX
12 (+1)
CON
16(+3)
INT
3 (−4)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus + PB)

Skills Athletics = (3+ PB), Perception = (1 + PB)

Senses darkvision 60 ft., passive Perception = (10 + Wis bonus + PB)

Initiative — +1

 Pack Tactics. The owlbear and tamer have advantage on attack rolls against a creature if they are adjacent to one another.

Actions

Beak. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage.                                                                                                                          Claws. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., one target. Hit: (2d8 + PB) slashing damage.

Infused Attacks

Starting at 7th level, as a bonus action you can burn a hit die, infusing your owlbear’s attacks with magical energy, channeling your essence into the creature through your touch. The owlbear’s attacks are considered magical for the next minute.

Growth Spurt (Adolescent)

At 11th level, your owlbear grows into adolescence. Its Strength and Constitution scores become 18, and its size becomes large. It also gains Multiattack.

Owlbear Adolescent

Armor Class 10 + PB (natural armor)

Hit Points (Ranger Level) d10 + PB + (Con Bonus x Ranger Level)

Speed  40 ft

STR
18(+4)
DEX
12 (+1)
CON
18(+4)
INT
3 (−4)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws (Con Bonus + PB), Str = (Str Bonus + PB)

Skills Athletics = (4+ PB), Perception = (1 + PB)

Senses darkvision 60 ft., passive Perception = (10 + Wis bonus + PB)

Initiative — +1

 Pack Tactics. The owlbear and tamer have advantage on attack rolls against a creature if they are adjacent to one another.

Actions

 Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.                                                                                                                                                                 Beak. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage.                                                                                                                          Claws. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., one target. Hit: (2d8 + PB) slashing damage.

Shared Initiative

Starting at 11th level, your bond with your owlbear becomes so strong that you can anticipate each other’s moves and act as one. If you choose to do so, you share the same initiative and act in tandem. If you are using your owlbear as a mount you must share movement speed for the round.

Improved Shared Vitality

At 15th level, your bond has strengthened to the point that you can quickly transfer your life essence to your owlbear. You can now use the Shared Vitality ability as a bonus action, and can now be cast at a range of 30 feet.

Growth Spurt (Adulthood)

At 15th level, your owlbear reaches its full strength and durability. Its Strength score becomes 20 and it gains resistance to bludgeoning, piercing, and slashing damage. In addition, its claw attack is replaced with: Claws. Melee Weapon Attack: + (5 + your proficiency bonus); reach 5 ft., one target. (2d8 + your proficiency bonus); slashing damage and the target must succeed on a DC 14 Strength saving throw or become grappled and prone. Until this grapple ends, the creature is restrained, and the owlbear cannot attack another target.

Owlbear Adolescent

Armor Class 10 + PB (natural armor)

Hit Points (Ranger Level) d10 + PB + (Con Bonus x Ranger Level)

Speed  40 ft

STR
20(+5)
DEX
12 (+1)
CON
18(+4)
INT
3 (−4)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus + PB)

Skills Athletics = (5+ PB), Perception = (1 + PB)

Senses darkvision 60 ft., passive Perception = (10 + Wis bonus + PB)

Damage Resistances bludgeoning, piercing, slashing                                                                  Initiative — +1

 Pack Tactics. The owlbear and tamer have advantage on attack rolls against a creature if they are adjacent to one another.

Actions

 Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.                                                                                                                                                                 Beak. Melee Weapon Attack: + (5 + PB) to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage                                                                                                                                                                                                                                                                                                  Claws. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., one target. Hit: (2d8 + PB) slashing damage.

Coordinated Attack

At 15th level, if you attack any creature that is restrained by your owlbear, you can use your reaction to make any hit from a melee or ranged attack a critical hit. You can use this feature a number of times equal to your wisdom modifier. You regain all uses of Coordinated Attack after completing a long rest.

The Owlbear Tamer Image

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