Ranger
Base Class: Ranger

Palworld

Pocket familiar

You become bonded to a companion that accompanies you on your adventures and is trained to fight alongside you. Choose a Small or smaller creature with a challenge rating of 1½ or lower that isn't a Humanoid, Giant, or swarm to become your companion. When a creature becomes your companion, it has a maximum number of hit points equal to the average of its Hit Dice, as indicated in its statistics, and it can't cast spells. Work with your GM to find a com-panion that suits your campaign world. This companion obeys your commands and is friendly to you and your allies.

 

Vessel. When not summoned, your companion exists inside a magical vessel of your own design, such as a painted animal skull, bejewelled egg, or crystal sphere. While in this vessel, the companion has total cover from all attacks and other effects, is unaffected by areas of effect that originate from outside the vessel, and exists in stasis; it doesn't need to eat, drink, sleep, or breathe, and it is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralised. A companion at 0 hit points is instantly stabilised when it enters its vessel.

 

If a vessel is broken, or a companion is released from its vessel for any other reason, the creature within it ceases to be a tamer's companion. It acts according to its own wishes and retains any improvements it gained while a companion

SOUL BOND

Companions make death saving throws, die, and can be re-vived like any player character. A companion that has been stabilised remains unconscious until it regains hit points, or until you finish a long rest. Companions that are stable and have 0 hit points when you finish a long rest regain half their maximum hit points.

 

 

You have a pool of healing power equal to five times your tamer level that replenishes when you finish a long rest. Whenever you finish a short rest, you can choose to draw power from that pool, restoring a total number of hit points amongst your companions up to the maximum amount remaining in your pool.

MONSTER TRAINER

As you gain levels in this class, your companions become more powerful. Your companions use your proficiency bonus instead of their own, potentially increasing their attack, sav-ing throw, and skill modifiers, and their saving throw DCs.

TAME CREATURE

One way to defeat deadly foes: have deadlier friends. As you explore, you will encounter new creatures which you may wish to make your companions. You can tame a Small or smaller creature of CR 1/2 or lower, as described below. As you gain levels in this class, the size and challenge rating of creatures you can tame increases, as shown in the Tamer Companion Summary table.

 

Vessel. To tame a companion, you must first prepare a vessel using special inks, gems, or other materials. Preparing the vessel takes 8 hours of work and components with a value in gold pieces equal to at least one hundred times the target creature's CR.

 

VESSELS AND COST

 

At 4th level, you can capture creatures of CR I and below. To capture a CR 1/2 or CR I creature, you need a vessel worth 50 gp or 100 gp, respectively. If you try to use a vessel worth 50 gp to capture a CR I creature, the creature automatically succeeds on its saving throw, and the vessel can be recov-ered. You can always break down the components of an old vessel to craft a new one as part of the vessel preparation process.

 

You can release a companion from a vessel at any point. The vessel remains intact and can be used to tame a new creature.

PSYCHIC BOND

PSYCHIC BOND

 

2nd-level Tamer Feature

 

While your companion is within 100 feet of you, you can communicate with ir telepathically. Additionally, as an action, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses.

Spell Swap. While your companion is summoned, is within 100 feet of you, and you hold its vessel, any spells your companion knows are added to your known spells. In addition, when you cast a spell with a range of self or touch, your companion can be the target of that spell.

POCKET FAMILY

 

 

3rd-level Tamer Feature

 

As you gain levels in this class, the number of companions and maximum size of companion to which you can become bonded incresses. You can be bonded to two, three, four. five, or sis creatures at 3rd, 7th, 11th, 15th, and 19th level, respectively. Your companions can be sized Medium at 5th level, Large at 11th level, and Huge at 17th level. If you are already bonded to your maximum number of companions and become bonded to a new companion, you must choose one existing companion to release from its vessel.

 

When you bond with a new companion, the companion gains improvements and Hit Dice based on its CR and your tamer level. See the Tamer Companion Summary table (page 195) for details.

TRAINING PARADIGM

 

3rd-level Tomer Feature

 

You choose the type of Training Paradigm you follow from the list of available paradigms, which are detailed after the class's description. Your choice grants you features at 3rd level and again at 7th. 10th, and 14th level. At 18th level. the 7th-level feature is improved.

BOLSTER

While your companion is within 100 feet of you and you  holding it's vessel or if you are holding it's vessel with it inside you can use an action to expend one spell slot to restore hit points equal to your spell casting ability modifier (minimum 1) plus an additional 2d4 per level of the spell slot expended 

MULTIATTACK

MULTIATTACK

5th-level Tamer Feature

Through rigorous training, you can access the innate fury of your companions. When you take a bonus action or action to command your companion, you can command it to use its Multiattack action, if it has one.

MALLEABLE PRESENCE

5th-level Tamer Feature

While your companion is within 100 feet of you, you can order it to change its behaviour towards one creature you can see as part of the bonus action or action you use to command it. Choose cither the aggressive or cautious behaviours. At the start of each of the target creature's turn for the next minute, it must make a Wisdom saving throw against your samer spell save DC if it is within 30 feet of your companion and can see your companion. On a failure, it suffers the effects of the associated behaviour until the start of its next tum. On a success, it is unaffected.

Aggressive. The creature has disadvantage on attack rolls it makes against creatures other than your companion.

Cautious. The creature has disadvantage on attack rolls against your companion if there is another creature hostile towards the attacker within 5 feet of the attacker.

After you use this feature, you can't do so again until you finish a short or long rest.

ALPHA STRIKE

 

6th-level Tomer Fecture

While summoning a companion, your psychic connection is at its closest, allowing you to quickly relay your intent. As part of the action to summon a companion, you can command it to take an action in its stat block or some other action, which it does so on its turn. You can use this feature a number of times equal to your tamer spellcasting ability modifier ta minimum of once). You regain all expended uses of this feature when you finish a long rest

Willfully blow

Your magical potency is channeled through your companions strike your companions attack counts as magical for the purpose of over coming resistances and immunity to nonmagical attack and damage 

Switcheroo

You learn how to switch places with your campaign in the nick of time while you and your companion are within 100ft of your companion you can use a bonus action or a reaction when you or your companion is the target of an attack by an attacker you can see to magical switch places with your companion you can use this feature a number of times equal to your spell casting modifier you regain all expended uses on a long rest 

MAGNIFICENT PRESENCE

17th-level Tamer Feature

While your companion is within 100 feet of you, you can order it to change its behaviour as part of the bonus action or action you use to command it. Choose either the Provok-ing Poise or Shrinking Violet behaviours.

Provoking Poise. For the next minute, your compan-ion draws the attention of nearby creatures. While within 15 feet of your companion, any creature that is hostile towards your companion and that can see it has disadvantage on attack rolls it makes against creatures other than your companion.

Shrinking violet for the next minute your companion appears small and unassuming making little noise any creature that is hostile towards your companion has disadvantage on attack rolls against your companion if another creature is hostile towards the attacker within 15ft of the attacker.

After you use this feature you can't do so again until you finish a long rest 

MARTIAL STRIKES

 

3rd-Level Tamer Feature

You trach your companion how to use its body as a deadly weapon. Your companion gains a new attack option: a Martial Strike. Your companion is proficient with this melee attack, which it makes using its body. Your companion can use its choice of Strength or Dexterity when calculating its attack and damage modifiers for this attack, which deals damage of a type (usually bludgeoning, piercing, or slash ing) that makes sense for your companion (work with your GM to determine this for each companion). These attacks deal 1d6 damage starting at 3rd level, 1d8 at 7th level. 1d10 at 10th level, and 1d12 at 18th level.

When you reach 5th level in this class, your companion can make two Martial Strike attacks when it takes the Attack action on its turn. When you reach 14th level in this class, your companion can make three Martial Strike attacks when it takes the attack action on its turn

MARTIAL TECHNIQUES

3rd-Level Tamer Feature

You learn specific martial techniques, which you teach to cach of your companions. Choose three techniques from the Martial Techniques section at the end of this subclass. When you command a companion on your turn, you can instruct it to use one or more of these techniques.

When you wach 7th, 10th, 14th, and 18th level in this class, you learn one additional technique that your compan fons can use

Martial techniques are presented in alphabetical order.

 

Avoid. As a bonus action, your companion can take the Dodge action.

 

Block. As a reaction when your companion is attacked by a creature it can see and that attack deals bludgeon-ing, piercing, or slashing damage, your companion can add your proficiency bonus to its AC against that at-tack, potentially turning a hit into a miss. If the attack still hits, the damage dealt is reduced by an amount equal to 1d6 plus your proficiency bonus.

 

Charge. As an action, your companion gains addition-al movement equal to its speed, and it can make one Martial Strike attack. If your companion moves up to 20 feet straight towards a creature and then hits it with a Martial Strike, the attack deals an extra 1d10 damage. and the target must succeed on a Strength saving throw (DC equals 8 your companion's Strength mod-ifier your proficiency bonus) or be knocked prone. A creature more than one size larger than your compan-

 

ion automatically succeeds on this saving throw. Dancing Feet. As a bonus action, your companion can take the Disengage action.

 

Grapple. As a bonus action, your companion can attempt to grapple one creature within its reach by making a grapple check.

 

Sweep. As a bonus action, your companion can attempt to sweep a creature's legs (or other anatomy) to knock it prone using the Shoving a Creature rules. The com-panion can choose to make a Strength (Athletics) or Dexterity (Athletics) check for the contest. A creature more than one size larger than your companion auto-matically succeeds on this check.

 

Throw. Once per turn, when your companion has a crea ture grappled and takes the Attack action, it can replace one of its attacks with a special melee attack. Instead of an attack roll, it makes a Strength or Dexterity (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). If your companion succeeds, it can move the

Martial prodigy

As an action you can infuse one summoned creature with your own spirit for 1 minute it can make four martial strike attacks when it takes the attack action on it's turn instead of three it gains temporary hit points equal to your spell casting ability modifier at the start of its turn once you use this feature you can't use it again until a long rest

Summon the horde

In times of great need a tamer can summon many of its companion simultaneously as an action you can summon additional companions that remain summoned for 1 minute you can have three summons summons simultaneous as a result of feature as an action on subsequence turns you can mentally command all your companions at once allowing them to take an action in their stat block or some other action you choose the order your companions act each round after a minute all your companions bar one (which you choose) return to their vessels and a wave of lethargy sweeps over you you cannot move or take actions until the start of your next turn.

you cannot use this feature again until you finish your long rest

Unlesh

With a flourish your companion can perform multiple complicated martial combinations flitting between targets with lightning speed as an action your companion moves up to its speed (this movement does not provoking opportunity attack) can make up to six martial strike attacks each of which must be against a different Target until the end of its turn the companions movement does not provoke opportunity attacks

Once a companion uses this feature they cannot use it again until they finish a short or long rest starting at 18th level a companion can use this action twice between each short or long rest

Shrug it off

You have learned how to use your mental connection to shield your companion from pain and fatigue whatever your companion takes bludgeoning piercing or slashing damage you can reduce the damage it takes by an amount equal to the tamer spell casting ability modifier (minimum reduction of 1) you cannot use this feature while in capacitated

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