Ranger
Base Class: Ranger

“The greatest weapon isn’t forged. It’s earned.”
Whether through shared respect, dominance, or wild empathy, these rangers tame dangerous beasts to fight at their side. Their companions grow stronger over time, learning to fight in sync and match the ranger’s ferocity blow for blow. Some ride their kin into battle. Others fight alongside scaled titans or stalking raptors. All treat their bonded monster not as a pet—but as a trusted, lethal equal.

 

CR 1/8 – 1/2 (Starting Bond Options)

Creature Base Kinbound Name Type Theme Level-Up Variant (CR 1–3)
Wolf Frostmane Stalker Beast Cold, pack hunter Winterfang Alpha (CR 1)
Velociraptor (homebrew) Emberclaw Raptor Monstrosity Fire, fast-striking Pyrofang Screecher (CR 2)
Giant Weasel Dune Spiker Beast Burrowing, desert ambusher Sandpiercer Varmynx (CR 1)
Panther Shadowstripe Beast Stealth, jungle predator Nightmane Prowler (CR 2)
Giant Owl Stormwing Harrier Beast Wind, aerial recon Galefeather Talon (CR 1)
Axe Beak Thunderbeak Strider Beast Electric, territorial Skyrazor Howler (CR 2)
Giant Frog Mirebelly Snapper Beast Swamp ambush predator Bogtoad Glutton (CR 1)

CR 1 – 3 (Mid-Tier Bonds & Evolutions)

Creature Base Kinbound Name Type Theme Level-Up Variant (CR 4–6)
Giant Lizard Scorchscale Beast Lava, heat-resistant Magmablood Devourer (CR 4)
Pteranodon (homebrew) Windshredder Drake Dragon Aerial assault, sonic dive Skyterror Apex (CR 5)
Giant Boar Ironhide Rootsnout Beast Earth, charge-focused Warthammer Gorebeast (CR 4)
Giant Vulture Ashplume Carrionlord Beast Necrotic, scavenger theme Bonewing Feaster (CR 5)
Constrictor Snake Feralcoil Vineserpent Beast Jungle, poison grappler Coilscourge Basilisk (CR 4)
Cockatrice Spiketail Basilard Monstrosity Petrification and bite Shardfang Pterrask (CR 6)

CR 4 – 6 (High-Level Tames, DM Approval Suggested)

Creature Base Kinbound Name Type Theme
Wyvern (custom) Blazetalon Tyrant Dragon Apex predator, fire & claw
Basilisk Crystalhide Tremorback Monstrosity Stone, seismic threat
Chimera (reskinned) Dreadclaw Apex Monstrosity Savage multi-element hybrid
Elemental (Air) Tempest Wyrm Elemental Wind, control & mobility
Remorhaz Firemaw Glacial Terror Monstrosity Fire/ice fusion horror
Bulette Stonebreaker Juggernaut Monstrosity Burrowing, juggernaut force

You bond with a monster companion that fights beside you. Choose a creature of CR 1/2 or lower with the type Beast, Monstrosity, or Dragon. It gains the following traits:

  • HP = 5 × your ranger level

  • AC = 13 + your Wisdom modifier (unless its AC is higher)

  • Uses your proficiency bonus for all saves, attacks, and DCs

  • Acts on your turn. You can use a bonus action to command it to take the Attack, Dash, Disengage, or Help action

  • If reduced to 0 HP, it can be revived after a long rest with 10 minutes of care

You can change your Kinbound Companion after a long rest by spending 1 hour taming or bonding with a new eligible creature (DM discretion applies).

Kin’s Insight

You gain advantage on Wisdom (Insight), Wisdom (Survival), and Intelligence (Nature) checks related to Beasts, Monstrosities, or Dragons.

You also learn the speak with animals spell. It doesn’t count against your known spells, and you can cast it without expending a spell slot a number of times equal to your proficiency bonus per long rest.

Linked Assault

When you take the Attack action on your turn, your Kinbound Companion can make one weapon attack as a reaction, if it is within 30 feet of you.

If you and your companion hit the same target on the same turn, that target has disadvantage on its next attack roll before the end of its next turn.

Your companion’s attacks now count as magical for the purpose of overcoming resistance and immunity.

Apex Synergy

Your companion becomes more formidable:

  • It gains an extra attack (can now attack twice when using the Attack action)

  • It can grow to Large size

  • Its Strength score increases by +2 (to a max of 20)

  • When it scores a critical hit or reduces a creature to 0 HP, it can roar (no action) to grant you temporary HP = its Constitution modifier + your Wisdom mod

Soul of the Hunt

  • While within 30 feet of each other, both of you gain Evasion, advantage on initiative rolls, and are immune to being frightened or charmed

  • If you drop to 0 HP but are not killed outright, your spirit enters your companion. Until you regain HP:

    • You can see and hear through its senses

    • Speak through it

    • Command it as if conscious

  • Once per long rest, if your companion is still standing, you rise to 1 HP at the start of your next turn

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