Ranger
Base Class: Ranger

Dahlgavar is a hardened world of deadly environments and threats all across this material plane, to traverse through it alone is suicide, but the bond of a beast can be the edge required to survive and thrive in this chaotic world. The beasts grows and levels up with the player, whilst also obtaining additional benefits along the way of this subclass. 

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is of a meduim size or smaller and has a challenge rating of 1 or lower. Add your proficiency bonus to the beast’s AC and attack rolls, you can also add your proficiency bonus to 2 of its skills and saving throws. Its base hit point maximum is equal to its stat block plus your proficiency modifier. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands the best it can, in initiative, it goes after your turn. The actions, bonus action and movement are at no cost of your own, you play it based on either what the beast would do or what your character can command it to do (speaking is a free action). If you do not want your beast to do anything on their turn, it takes the dodge action. 

If you are incapacitated, the beast acts to protect you and itself, you have the decision on how exactly it goes about doing so. 

If the beast hit below 0 hit points, it goes into death saving throws much like PC's. If it dies, you can obtain a new companion by spending 7 days magically bonding with a beast that isn’t hostile to you, and that meets the requirements.

For every 2nd level up from 3rd on your beast master ranger level, the beast will level up with you, gaining additional hit dice rolled + its constitution modifier. (5th, 7th, 9th, 11th, 13th, 15th, 17th & 19th) 

  • Ability Score Increase - At 8th, 12th & 16th level, you can increase the beasts overall ability score, either 1 score by 2 points or 2 ability scores by 1 point, to a maximum of 20. 

It is recommended an amendable stat block sheet is provided to help manage hit points and the additional benefits of your beast, either 2 copies (1 for your dm and another for yourself) or a shared document between you & your dm. 

Protective Bond

You and your beast have a need to protect each other with everything, having each other's prescence near boosts your determination to survive. 

Beginning at 7th level, when you or the beast makes a saving throw within 10ft of each other, you can both gain a +5 on the saving throw, this cannot be used again until the end of your next turn. Protective Bond can be used a number of times equal to your wisdom modifier once per Long Rest. This ability can be applied after the roll but before the outcome is determined. 

Bestial Fury

The bond becomes stronger than it has ever been before, the beast now attuned to their attacking prowess.

At 11th level, your beast gains an additional attack, and its attacks are now magical for the sake of overcoming resistances. 

Share Spells

Beginning at 15th level, when you cast a spell, you can also affect your beast companion with the spell if the beast is within 30 feet of you. If it is concentration, you gain advantage to concentration saving throws to keep the spell. 

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