Ranger
Base Class: Ranger

It's your goal to lead the sheep, and protect them from evil.

Shepherd's Crook

You can either summon or simply possess a shepherd's crook. It works as a spellcasting focus and can be used in combat if you choose to do so. You gain two level 1 spells from either the cleric or paladin spell list. At level 10, you gain two level 2 spells from either list. At level 16, you gain two level 3 spells from either list.

Conjure Lamb

Using your magic, you can summon a lamb that functions like a familiar. 

Familiars cannot attack but serve as versatile allies by using the Help action to grant advantage on attacks, scouting via Flyby or Blindsight, and delivering touch-range spells from up to 100 feet away.

You can summon as many lambs as your spellcasting modifier and they only possess 1 health each. You can only conjure your lambs once per short rest.

Conjure Zodiac

You channel the power of the zodiac and lead them into battle. You can pick two zodiac at level 11, one more at level 14, and one more at level 17. Only one Zodiac can be summoned at a time, but you gain as many summons as you have zodiacs. The spirit can exist for up to 4 hours + 1 more hour per WIS bonus. You do need to hold concentration to keep them active.

Aquarius

You can conjure the Cloudy Owl.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +2 (12)
HP 19 (3d10 + 3)
Speed 65 ft.
    Mod Save
STR 13 +1 +1
DEX 15 +2 +2
CON 12 +1 +1
    Mod Save
INT 10 +0 +0
WIS 13 +1 +1
CHA 10 +0 +0
Resistances Radiant, Thunder
Immunities Prone
Senses Darkvision 120ft; Passive Perception 15
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Flyby: Aquarius doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight: Aquarius has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions
  • Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) thunder damage.
Bonus Actions

Echo. A 5ft emanation blasts from Aquarius. Creatures hit by the emanation must roll a DEX save or take 2d6 thunder damage.

Aries

You can conjure the Flaming Ram.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +0 (10)
HP 30 (4d8 + 12)
Speed 30 ft., Fly 15 ft.
    Mod Save
STR 17 +3 +3
DEX 11 +0 +0
CON 16 +3 +3
    Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 10 +0 +0
Resistances Fire, Radiant
Senses Passive Perception 10
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Cliff-climber. As long as Aries is on dry ground, it is not affected by difficult terrain

Actions

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) fire damage.

Ram. Aries moves at least 20 feet. Melee Weapon Attack: +5 to hit, reach 50 ft., one target. Hit: 17 (4d6+3) fire damage.

Bonus Actions

Scorch. A 5ft emanation blasts from Aries. Creatures hit by the emanation must roll a DEX save or take 2d6 fire damage.

Cancer

You can conjure the Crab of Flowing Water.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +2 (12)
HP 13 (3d8)
Speed 30 ft., Fly 15 ft., Swim 30 ft.
    Mod Save
STR 13 +1 +1
DEX 15 +2 +2
CON 11 +0 +0
    Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Resistances Cold, Radiant
Senses Passive Perception 9
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Amphibious: The crab can breathe air and water.

Actions

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) cold damage, and the target is grappled (escape DC 11). Cancer has two claws, each of which can grapple only one target.

Bonus Actions

Tide. A 5ft emanation blasts from Cancer. Creatures hit by the emanation must roll a STR save or become pron

Capricorn

You can conjure the Stone Goat.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +0 (10)
HP 19 (3d10 + 3)
Speed 40 ft., Fly 15 ft.
    Mod Save
STR 17 +3 +3
DEX 11 +0 +0
CON 12 +1 +1
    Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 10 +0 +0
Resistances Radiant
Immunities Petrified, Stunned
Senses Passive Perception 11
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Charge: If Capricorn moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed: Capricorn has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) force damage.

Bonus Actions

Stun. A 5ft emanation blasts from Capricorn. Creatures hit by the emanation must roll a DEX save or become stunned.

Gemini

You can conjure the Cloudy Dolphins.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +0 (10)
HP 13 (2d8 + 4)
Speed 30 ft., Fly 50 ft.
    Mod Save
STR 17 +3 +3
DEX 11 +0 +0
CON 16 +3 +3
    Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 10 +0 +0
Resistances Radiant, Thunder
Immunities Prone
Senses Passive Perception 13
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

School Tactics. The Gemini has advantage on an attack roll against a creature if at least one of the it's allies are within 5 feet of the creature and the ally isn't incapacitated.

Birds of a Feather. The two dolphins that create Gemini cannot go further than 15ft of each other.

Actions

Multiattack. Each dolphin that forms Gemini can make an attack.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 4 (1d8) thunder damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. One Target. Hit: 3 (1d6) thunder damage.

Bonus Actions

Echo. A 5ft emanation blasts from Gemini. Creatures hit by the emanation must roll a DEX save or take 1d6 thunder damage. Both dolphins create the emanation at once.

Leo

You can conjure the Flaming Lion.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +2 (12)
HP 26 (4d10 + 4)
Speed 50 ft., Fly 15 ft.
    Mod Save
STR 17 +3 +3
DEX 15 +2 +2
CON 13 +1 +1
    Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 10 +0 +0
Resistances Fire, Radiant
Senses Passive Perception 13
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Pack Tactics: Leo has advantage on an attack roll against a creature if at least one of Leo's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce: If Leo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, Leo can make one bite attack against it as a bonus action.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) fire damage.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) fire damage.

Bonus Actions

Scorch. A 5ft emanation blasts from Leo. Creatures hit by the emanation must roll a DEX save or take 2d6 fire damage.

Libra

You can conjure the Cloudy Panda.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +0 (10)
HP 13 (2d8 + 4)
Speed 40 ft., Fly 30 ft.
    Mod Save
STR 15 +2 +2
DEX 10 +0 +0
CON 15 +2 +2
    Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Resistances Radiant, Thunder
Immunities Prone
Senses Passive Perception 13
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Multiattack: Libra attacks with both a claw and a bite attack every round.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) thunder damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+4) thunder damage

Bonus Actions

Echo. A 5ft emanation blasts from Libra. Creatures hit by the emanation must roll a DEX save or take 2d6 thunder damage.

Pisces

You can conjure the School of Flowing Water.

Medium Swarm of Tiny beasts, Any Good Alignment
AC 16 Natural Armor    Initiative +2 (12)
HP 36 (8d8)
Speed 40 ft., Swim 40 ft.
    Mod Save
STR 12 +1 +1
DEX 14 +2 +2
CON 10 +0 +0
    Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Resistances Cold, Radiant
Senses Passive Perception 8
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Amphibious: Pisces can breathe air and water.

Blood Frenzy. Pisces has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Swarm. Pisces can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. Pisces can’t regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) cold damage or 7 (2d6) if Pisces has fewer than half its starting hit points.

Bonus Actions

Tide. A 5ft emanation blasts from Pisces. Creatures hit by the emanation must roll a STR save or become prone.

Sagittarius

You can conjure the Flaming Horse.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +0 (10)
HP 19 (3d10 + 3)
Speed 40 ft., Fly 15 ft.
    Mod Save
STR 18 +4 +4
DEX 10 +0 +0
CON 12 +1 +1
    Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 10 +0 +0
Resistances Fire, Radiant
Senses Passive Perception 10
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Actions

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) fire damage.

Bonus Actions

Scorch. A 5ft emanation blasts from Sagittarius. Creatures hit by the emanation must roll a DEX save or take 2d6 fire damage.

Scorpio

You can conjure the Scorpion of Flowing Water.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +1 (11)
HP 27 (5d8 + 5)
Speed 30 ft., Fly 15 ft.
    Mod Save
STR 11 +0 +0
DEX 12 +1 +1
CON 13 +1 +1
    Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Resistances Cold, Radiant
Senses Passive Perception 9
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 4 (1d6+1) cold damage, and the target is grappled (escape DC 10). Scorpio has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8+1) cold damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d8) poison damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Tide. A 5ft emanation blasts from Scorpio. Creatures hit by the emanation must roll a STR save or become prone.

Taurus

You can conjure the Stone Bull.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +1 (11)
HP 25 (3d10 + 9)
Speed 40 ft., Fly 15 ft.
    Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 16 +3 +3
    Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Resistances Radiant
Immunities Petrified, Stunned
Senses Passive Perception 9
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Charge. If the bull moves at least 30 feet in a straight line toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage.

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) force damage.

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage.

Bonus Actions

Stun. A 5ft emanation blasts from Taurus. Creatures hit by the emanation must roll a DEX save or become stunned.

Virgo

You can conjure the Stone Fox.

Medium Celestial (Angel, Elemental), Any Good Alignment
AC 16 Natural Armor    Initiative +2 (12)
HP 13 (2d8 + 4)
Speed 40 ft., Fly 15 ft.
    Mod Save
STR 12 +1 +1
DEX 15 +2 +2
CON 15 +2 +2
    Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 10 +0 +0
Resistances Radiant
Immunities Petrified, Stunned
Senses Passive Perception 13
Languages None Can understand the summoner
CR 1 (XP 200; PB +2)
Traits

Keen Hearing and Smell. Virgo has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Low-light Vision. Virgo can see twice as far in dim light as a human.

Jumper. Virgo has advantage on Acrobatics checks involving jumping.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) force damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Bonus Actions

Stun. A 5ft emanation blasts from Virgo. Creatures hit by the emanation must roll a DEX save or become stunned.

Leader of Old

You are the Shepherd, leader of the lambs, leader of the zodiacs, leader of the old... You have +10 to animal handling checks, and thrice per long rest you can cast command without using spell slot as long as the creature isn't a humanoid. The save DC is 18.

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