Ranger
Base Class: Ranger

Wildbond Ranger

Bound by a primal pact, the Wildbond Ranger summons a beast whose spirit is as untamed as the wilderness itself. This ancient bond draws on the deep magic of the natural world, connecting ranger and beast as one. Whether prowling the forests, surging through rivers, or soaring across mountain peaks, the Wildbond Ranger and their companion act in perfect harmony, combining instincts and intelligence to devastating effect.

Through the Wildbond, these rangers gain the ability to cast spells through their beast, harnessing both spell and strike in a single fluid motion. As they grow in strength, their companion becomes a fierce reflection of their own spirit—a creature imbued with supernatural might, swift as the wind, and strong as the earth. At the height of their power, the bond transcends physical distance, enabling the ranger to share spells, endure wounds together, and unleash the fury of the wild as a single, unstoppable force.

The Wildbond Ranger and their primal companion are a force of nature, bound together in body and spirit.

Level 3: Primal Companion

You summon a primal beast drawing strength from your bond with nature. Choose a stat block for your companion: Beast of the Land, Beast of the Sea, or Beast of the Sky, and determine its form. This supernatural beast, marked with primal symbols, is loyal to you and your allies, and it will vanish if you fall in battle.

The Beast in Combat. In combat, the beast acts immediately after your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless commanded otherwise.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to resummon it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

Beast of the Land

Medium Beast, Neutral

AC 13 plus your Wisdom modifier

HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)

Speed 40 ft., Climb 40 ft.

    Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 15 +2 +2
    Mod Save
INT 8 −1 −1
WIS 14 +2 +2
CHA 11 +0 +0

Senses Darkvision 60 ft., Passive Perception 12

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).

If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.

Beast of the Sea

Medium Beast, Neutral

AC 13 plus your Wisdom modifier

HP 5 plus 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.

    Mod Save
STR 6 −2 −2
DEX 16 +3 +3
CON 13 +1 +1
    Mod Save
INT 8 −1 −1
WIS 14 +2 +2
CHA 11 +0 +0

Senses Darkvision 90 ft., Passive Perception 12

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Amphibious. The beast can breathe air and water.

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your spell save DC).

 

Beast of the Sky

Small Beast, Neutral

AC 13 plus your Wisdom modifier

HP 4 plus four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)

Speed 10 ft., Fly 60 ft.

    Mod Save
STR 6 −2 −2
DEX 16 +3 +3
CON 13 +1 +1
    Mod Save
INT 8 −1 −1
WIS 14 +2 +2
CHA 11 +0 +0

Senses Darkvision 60 ft., Passive Perception 12

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

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

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 3 plus your Wisdom modifier Slashing damage.

Level 3: Skilled Woodsman

Your connection to nature heightens your hunting instincts. You no longer need concentration to maintain Hunter's Mark, allowing you to fully focus on the hunt. You can also cast Hunter's Mark through your Primal Companion as your bonus action.

Level 7: Pack Leader

Your Primal Companion can now take a bonus action to Dash, Disengage, Dodge, or Help when commanded. When it strikes with an attack, you may choose for it to deal Force damage or its regular damage type. Your companion also benefits from Hunter's Mark damage when applied.

Body and Spirit

When you take the Attack action on your turn, you may replace one of your attacks with a spell that has a casting time of one action, seamlessly blending weapon strikes with spellcasting.

Level 11: Bestial Fury

Your Primal Companion becomes a formidable force, capable of taking the Beast’s Strike action twice per turn when commanded. Additionally, its attack damage dice doubles to reflect its growing power:

  • Beast of the Land: 2d8 + 2 + your Wisdom modifier
  • Beast of the Sea: 2d6 + 2 + your Wisdom modifier
  • Beast of the Sky: 2d4 + 3 + your Wisdom modifier

 

Level 11: Defined Mark

The damage die of your Hunter’s Mark is a d8 rather than a d6.

Level 15: Beast Bond

When casting a spell targeting yourself, you may extend the spell’s effect to your Primal Companion if it’s within 150 feet. You can also cast spells through your companion as though it were your own body. Furthermore, you may choose to transfer half the damage you take to your companion as long as it remains by your side, sharing both body and spirit.

Level 20: Primal Ascendence

At the peak of your bond with your Primal Companion, you gain the ability to merge with it, becoming a single, powerful entity infused with primal spirit. As a bonus action, you can activate this form, merging with your companion to become a towering, ethereal guardian of the wild. This form lasts for 1 minute and grants the following benefits:

  • Spirit Armor: You gain +3 AC and resistance to all damage except psychic, enveloped in a shimmering aura of primal energy.
  • Primal Strikes: Upon hitting a target, Hunter's Mark is automatically applied without expending a spell slot or requiring concentration, marking each enemy you strike with deadly precision. All your attacks deal an additional 1d12 Force damage.
  • Unbound Movement: Your speed doubles, and you gain a flying speed equal to your current movement speed, allowing you to soar over the battlefield with ease.
  • Merged Senses: You gain truesight out to 60 feet, and difficult terrain does not impede your movement.
  • Nature’s Defiance: Once per turn, as a reaction, you can shrug off the damage of a single attack, taking no damage from it. This primal resilience protects you from even the fiercest blows.

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