Ranger
Base Class: Ranger

Greencloaks are a group of people with spirit animals who fight against evil, protect the world from threats that could put nature at stake, and train to bond better with their spirit animals. And try to find the secrets of the great beasts (giant animals).

The Spirit Animal Bond

At 3rd level, You magically summon a spirit animal, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block....

  • Beast of the Land

BEAST OF THE LAND Medium beast

Armor Class 13 + PB (natural armor)

Hit Points: 6 times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 40 ft., climb 40 ft.

STR 14 (+2)/DEX 14 (+2)/ CON 15 (+2)/INT 8 (-1)/ WIS 14 (+2)/ CHA11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Skills: The same ones as yours

Challenge — Proficiency Bonus (PB) equals your bonus

Features:

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra double damage dice. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (A number of d8's equal to half your ranger level. Minimum of 1) + 2 + PB slashing damage.

  • Beast of the Sea

BEAST OF THE SEA Medium beast

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 5 ft., swim 60 ft.

STR 16 (+3)/DEX 14 (+2)/ CON 15 (+2)/INT 10 (+0)/WIS 14 (+2)/CHA 11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Skills: The same ones as yours

Challenge — Proficiency Bonus (PB) equals your bonus

Features:

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

  • Beast of the Sky

BEAST OF THE SKY Small beast

Armor Class 13 + PB (natural armor)

Hit Points 5 times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)

Speed 10 ft., fly 60 ft.

 STR 6 (-2)/DEX 16 (+3)/CON 13 (+1)/INT 8 (-1)/WIS 16 (+3)/CHA 11 (+0)

Senses darkvision 60 ft., passive Perception 12

Skills: The same ones as yours

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Features:

Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

 Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

 Actions

 Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

...which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block that is no larger than Medium. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. 

The spirit animal 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 Bonus action to verbally command it to take an action of your choice. If you don't issue a command, the beast takes the Dodge action. You can sacrifice your attack for your spirit animal to take. Once you have the Extra Attack feature, you can make one weapon attack yourself when you sacrifice an attack for the beast to take.  As an action you can bring your Spirit animal into passive state as a tattoo somewhere on your body so in the case of not being able to bring your spirit animal with you some where, you can put it into passive state and you can summon it using your Action. If you take a long rest and the spirit animal is in passive state the animal fully recovers from all injuries.

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

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you get sick, you're Strength, Dexterity, Constitution all drop to 10 for 1 week. When you finish a long rest, you can expend a spell slot of 1st level or higher and summon a different spirit animal. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. The beast also vanishes if you die.

Beast of the Land

BEAST OF THE LAND Medium beast
Armor Class 13 + PB (natural armor)
Hit Points: 6 times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 40 ft., climb 40 ft.
STR 14 (+2)/DEX 14 (+2)/ CON 15 (+2)/INT 8 (-1)/ WIS 14 (+2)/ CHA11 (+0)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Skills: The same ones as yours
Challenge — Proficiency Bonus (PB) equals your bonus
Features:
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra double damage dice. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (A number of d8's equal to half your ranger level. Minimum of 1) + 2 + PB slashing damage.

Beast of the Sea

BEAST OF THE SEA Medium beast
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 5 ft., swim 60 ft.
STR 16 (+3)/DEX 14 (+2)/ CON 15 (+2)/INT 10 (+0)/WIS 14 (+2)/CHA 11 (+0)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Skills: The same ones as yours
Challenge — Proficiency Bonus (PB) equals your bonus
Features:
Amphibious. The beast can breathe both air and water.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (A number of d6's equal to half your level rounded down) + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

Beast of the Sky

BEAST OF THE SKY Small beast
Armor Class 13 + PB (natural armor)
Hit Points 5 times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed 10 ft., fly 60 ft.
STR 6 (-2)/DEX 16 (+3)/CON 13 (+1)/INT 8 (-1)/WIS 16 (+3)/CHA 11 (+0)
Senses darkvision 60 ft., passive Perception 12
Skills: The same ones as yours
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Features:
Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Exceptional Training

Beginning at 7th level, You can now bring your spirit animal into passive state using only your Bonus action. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Also when your spirt animal is present you can borrow speed and strength from your spirit animal. You can take the dash action as a bonus action and you deal 10 more damage when atacking with a melee weapon.

Animal eye

Starting at 11th level, when your spirit animal is not present and is not in your sight you can peer through the eyes and ears of your spirit animal and look into their surroundings and see what's happening. This could be useful for when your spirit animal is scouting an area. 

Bestial Fury

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. And due to the bestial magic in your spirit animal your spirit animal can atack twice as much. And you can also issue commands to your spirit animal when you are using the animal eye feature. 

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