Base Class: Ranger
Here I tried a pack of modifications to the Ranger Class to optimize its use.
Level 3 | Hunter's Instinct
-> When a creature marked by your Hunter's Mark drops its Hit Points to 0, you can use your reaction to change the mark to a new target 90 feet away.
Level 9 | Empowered Hunter's Mark
-> You can cast Hunter's Mark with higher-level slots, increasing its damage.
-> Level 1 Spell Slot: 1d6
-> Level 2 Spell Slot: 1d8
-> Level 3 Spell Slot: 1d10
-> Level 4 Spell Slot: 1d12
-> Level 5 Spell Slot: 2d8 (Higher slots do not increase damage)
Level 13 | Hunter's Instinct
-> When you cast Hunter's Mark, you don't need concentration; it then lasts until the end of the duration or until you decide to.
Level 20 | Champions of the Wild
Your Wisdom and Constitution scores increase by 4 to a maximum of 25.
Level 3: Primal Spirit
- You summon a spirit that takes the form of a primal beast predetermined by your class level. This creature is friendly to you and your companions, sharing the action turn with you in combat.
- You control your beast through your Bonus Action, activating the beast's Action. If you used your Bonus Action this turn to cast Hunter's Mark, you can control the beast as if you used your Bonus Action to do so. If you don't control your beast in one of these ways, you can command it to perform one of these actions: Hide, Dash, or Disengage.
- Once your beast attacks an opponent marked by your Hunter's Mark, it also benefits from the extra damage on a hit.
- You or an ally can use your beast as a mount. If you are mounted, you can still use your bonus action to make your beast attack. If an ally is riding your beast, it behaves like a normal mount.
-> Beast: Wolf
- AC 12 + Wisdom Modifier
- HP 20
- Attack: Add your Wisdom Modifier to the creature's attack bonus.
- If your beast reaches 0 HP, it disappears from this plane and, after a Short Rest, you can summon it back to this plane with a Magic Action, casting a Spell Slot equal to the beast's level (Wolf = Lvl 1 Spell Slot).
Level 7: Primal Duo
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You and your beast have evolved together and can now combine attacks and specific situations.
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Once your beast hits an enemy marked by your Hunter's Mark, you have advantage on your next attack against that creature.
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While within 5 feet of your beast, you have advantage on Perception checks, Survival checks, or Nature checks that rely on sensory abilities (hearing, seeing, or smelling) to track or perceive other presences.
-> Beast: Dire Wolf -
AC 13 + Wisdom Modifier
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HP 50
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Attack: Adds your Wisdom Modifier to the creature's attack bonus.
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If your beast reaches 0 HP, it disappears from this plane and, after a Short Rest, you can summon it back to this plane with a Spell Action, casting a Spell Slot equal to the beast's level (Dire Wolf = Lvl 2 Spell Slot).
Level 11: Primal Protector
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Proficiency Time x Day: When you or an ally within 5 feet of your beast is hit, you can spend your reaction and your beast's reaction to transfer the damage received to your beast. If you spent your reaction to transfer the Hunter's Mark, you can still use this Feature.
-> Beast: Saber-Toothed Tiger
AC 14 + Wisdom Modifier
HP 80
Attack: Add your Wisdom modifier to the creature's attack bonus.If your beast reaches 0 HP, it disappears from this plane and, after a Short Rest, you can summon it back to this plane with a Magic Action, casting a Spell Slot equal to the beast's level (Saber-Toothed Tiger = Level 3 Spell Slot).
Level 15: Primal Sacrifice
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When you cast a spell targeting only yourself and your beast is within 30 feet of you, it is also affected by this spell.
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Your bond with the beast is now so strong that you could sacrifice yourselves to save each other. Once per day, you can choose one of the effects below:
-> If you fail a save and receive one of the conditions below and your beast is not under any of these effects, you can direct the effect to your beast.
=> Blinded, Charmed, Frightened, Paralyzed, Petrified & Stunned.-> If your beast goes to 0 HP, before your life is completely reduced to zero, you can split your life and send half to your beast.
-> If you go to 0 HP, you can sacrifice your beast, gaining half of your beast's current life, limited to receiving a maximum of 20 HP. If your beast is sacrificed this way, you can only recast your beast after a long rest.
-> Beast: Displacer Beast
AC 15 + Wisdom Modifier
HP 100
Attack: Add your Wisdom modifier to the creature's attack bonus.If your beast reaches 0 HP, it disappears from this plane and, after a Short Rest, you can summon it back to this plane with a Magic Action, casting a Spell Slot equal to the beast's level (Displacer Beast = Lvl 4 Spell Slot).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/28/2025 6:31:12 AM
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Posted Nov 28, 2025I like the way that u gave some kind of "life" for the Beasts with their MM sheet. Very nice add to my homebrew subclasses