Ranger
Base Class: Ranger

Adventures and hunters who taken to the mountains and the night. They follow the ways of bats and even begin to take on their traits.

Wingman

At 3rd level, you gain a bat companion that accompanies you on your adventures and is trained to fight alongside you. Choose a bat that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the bat’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. Like any creature, the bat can spend Hit Dice during a short rest.

The bat obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the bat where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the bat takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the bat to take the Attack action. While traveling through your favored terrain with only the bat, you can move stealthily at a normal pace.

If you are incapacitated or absent, the bat acts on its own, focusing on protecting you and itself. The bat never requires your command to use its reaction, such as when making an opportunity attack.

If the bat dies, you can obtain another one by spending 8 hours magically bonding with another bat that isn’t hostile to you, either the same type of bat as before or a different one.

Sight Without

You gain Blindsight 60ft.

You also gain Keen Hearing and Echolocation:

Echolocation. You can't use its blindsight while deafened.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Dark Wing

As an action you can manifest spectral bat wings.

While this ability is active, you have advantage on dexterity saves and checks. You also can use up to 20 ft. of your movement as flying movement but, do not remain flying when movement stops.

 

Cauldron

Once a day as an action you can manifest a cauldron of bat illusions equal or less than have your Ranger level rounded up. These illusions can follow you in whatever manner you would like but, their distance from you can't exceed 10 ft.

You can expend one bat illusion to either:

Give advantage on an attack roll or;

Impose disadvantage on an attack roll or perception check. 

 

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