Ranger
Base Class: Ranger

You are bound to your bestial companion by an unseen bond. This bond links you to your beast emotionally and physically.

This archetype is based around the Marat Tribes found in the Codex Alera series written by Jim Butcher  

Bestial Bond

Starting at 3rd level, you bound with a beast  of your choice (at DMs discretion). This bond affords the following benefits 

  • Your bound grants your beast advantage on saves against being charmed
    • If your companion is charmed they have disadvantage on attacks made against you.
  • Your companion can communicate through basic feelings

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (the hawk, mastiff, and panther as examples).

Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).

You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. lf the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

Growing Bonds

At 7th level Through your adventures and overcoming hardships together the connection between you and your companion has grown stronger represented by the player's eyes changing to match their beast's eyes. This growth has caused changes in both you and your companion granting the following benefits

  • Player
    • You share your companions dominant trait.
      • Example A wolf trait "keen sense"
  •  Companion
    • Your companion gains an Int score of 12
    • Your companion is able to understand the same languages as you
    • The beast companion now has an initiative of its own that the player rolls after rolling their own. The creature is controlled independently from the Ranger
Keen Sight

Gain advantage on Wisdom (Perception) checks that rely on sight.

Keen Smell

You advantage on Wisdom (Perception) checks that rely on smell.

Sure-Footed

Gain advantage on Strength and Dexterity saving throws made against effects that would knock you prone.

True Partnership

Upon reaching 11th level, you and your mount can

  • communicate with each other as if you casted speak with animals.
  • You can communicate basic emotions with your companion as long as you are within 200ft of each other.

Beast Meld

At 15th level you can spend an action to meld with your beast becoming a were- form of you and your companion (see lycanthropy rules for reference), or take the form of your companion. While in the form of your companion you gain the following features

  • You are a size medium creature
  • Your armor is equal to 11 + your dex modifier
  • You gain the bite attack
    • 1d8 + strength modifier Piercing damage
  • Claw attack
    • 2d4 + strength modifier as Slashing damage

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Previous Versions

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