Ranger
Base Class: Ranger

 

Level 3: Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. The beast can be any beast you want but your Monster have to be in the correct CR (Level 3 CR 1 or lower, level 5 CR 2, level 10 CR 4, level 15 CR 5) you can do this one 

The beast shares the round with you but have his own movement, Aktion, bonus Aktion and Reaktion

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch 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.

 

Level 7: Life Companion

As long you are in a 10 feet of your beast you and your beast and you become at Advantage on all Attacks and also get Advantage on all wisdom and dex based rolls.

 

Level 11: Soul Companion

The distans from your Live Companion feature is now 100 feet

Your bond with your beast is so good now that you can use your bonus aktion to move a Concentration from one Spell to the beast as long you are in a 50 feet of your beast you .The beast has to keep its focus on the respective spells and must mace also Constitution saving throw to maintain Concentration if its take damage.

 

Level 15: Perfect companion

While as long you are in a 50 feet of your beast you can force an attack that hits your beast to hit you instead also the beast can also can force an attack that hits you to hit you instead hit your beast.

When you cast a spell targeting yourself, you can also affect your  beast with the spell if the beast is within 100 feet of you.

 

Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. The beast can be any beast you want but your Monster have to be in the correct CR (Level 3 CR 1 or lower, level 5 CR 2, level 10 CR 4, level 15 CR 5) you can do this one 

The beast shares the round with you but have his own movement, Aktion, bonus Aktion and Reaktion

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch 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.

Live Companion

As long you are in a 10 feet of your beast you and your beast and you become at Advantage on all Attacks and also get Advantage on all wisdom and dex based rolls.

Soul Companion

The distans from your Live Companion feature is now 100 feet

Your bond with your beast is so good now that you can use your bonus aktion to move a Concentration from one Spell to the beast as long you are in a 50 feet of your beast you .The beast has to keep its focus on the respective spells and must mace also Constitution saving throw to maintain Concentration if its take damage.

Perfect Companion

While as long you are in a 50 feet of your beast you can force an attack that hits your beast to hit you instead also the beast can also can force an attack that hits you to hit you instead hit your beast.

When you cast a spell targeting yourself, you can also affect your  beast with the spell if the beast is within 100 feet of you.

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