Base Class: Ranger
You have been infatuated with the idea of Dinosaurs and have finally found out how to summon them to the mortal realm. Whether it be from Necromancy, an Ancestral Gift, or even just a magical bone you found in a rock, you are now interlocked with the spirits of a few Ancient Reptiles and Birds. You awe the public with the Ancient creatures and your mysterious presence.
You and your Ancient Beasts Take to the battlefield. Destroy everything in your path with a Triceratops, let your Pterosaur fly your enemies off into the sky, problem solve with the smarts of a Raptor, or buff your party with the Plesiosaur's Presence.
Dinosaur Companion
At Third Level you can summon one of the four dinosaurs per Long Rest, with each having different strengths and weaknesses. Using Your Bonus action you can command your Dinosaur Companion.
During a short rest your companion regains all it's hit points. Additionally you can switch what dinosaur you have active during a short rest
Trike: The Tank and Muscle of the Four, the Trike is your best friend in battle.
Large Dinosaur
Armor Class: 12+[PB] Natural Armor
Hit Points: 20 + your Player Level + [PB]
Speed: 35 ft.
Strength: 16 (+3)[PB] Dexterity: 12 (+1) Constitution: 18 (+4)[PB] Intelligence: 4 (-3) Wisdom: 14 (+2) Charisma: 10 (+0)
Senses: Darkvision 60 ft. passive perception 12
Actions:
Ram/Gore: Melee Weapon Attack: +3 Plus PB to hit, reach self., one target. Hit: 1d12+3 plus PB Bludgeoning or Piercing Damage.
Tremor Slam: Melee AOE: Reach self., 10 ft cube. Hit: all targets within the cube must make a Dexterity Saving Throw or be stunned for one round.
Pterosaur: The Pterosaur is the most mobile of your squad and will aid in enemy control and tracking down prey.
Medium Dinosaur
Armor Class: 14+[PB] Natural Armor
Hit Points: 15 + your player level + [PB]
Speed: 15 walk, 50 fly
Strength: 14 (+2) Dexterity: 16 (+3)[PB] Constitution: 12 (+1) Intelligence; 8 (-1) Wisdom: 16 (+3)[PB] Charisma: 10 (+0)
Senses: Darkvision 120 ft. passive perception 15
Actions:
Claw: Melee Weapon Attack: +3 plus PB to hit., Range 5 ft., one target. Hit: 1d6+3 plus PB slashing Damage.
Seize Prey: Melee Weapon Attack +3 plus PB to hit., Range 5 ft., On Hit., The target must succeed a Strength saving throw or be Grappled. (The DC is the same as your spell save DC)
Raptor: The Raptor is the fastest, and craftiest of the squad who can help in and out of combat.
Small Dinosaur
Armor Class: 16+[PB] Natural Armor
Hit Points: 10 + player level + [PB]
Speed: 40 walk, 20 climb.
Strength; 8 (-1) Dexterity: 16 (+3)[PB] Constitution: 12 (+1) Intelligence: 14 (+2)[PB] Wisdom: 14 (+2) Charisma: 10 (+0)
Senses: Darkvision 60 ft. passive perception 13.
Actions:
Claw: Melee Weapon Attack: +3 plus PB to hit., Range 5 ft., one target. Hit: 1d6+3 plus PB slashing damage. (Add an additional 2d4 slashing damage if an ally is nearby)
Backup: The Raptor can use the help action on any Wisdom, Intelligence, or Charisma check.
Plesiosaur: the Plesiosaur is your underwater helper who helps with weaknesses in yourself and excells in it's preferred environment.
Large Dinosaur
Armor Class: 13+[PB]
Hit Points: 20 + player level + [PB]
Speed: 10 walk, 50 swim.
Strength: 14 (+2) Dexterity: 14 (+2)[PB] Constitution: 16 (+3)[PB] Intelligence: 6 (-2) Wisdom: 16 (+3) Charisma: 12 (+1)
Senses: Darkvision 120 ft, Passive Perception 14
Actions:
Bite: Melee Weapon Attack: +4 pm plus PB to hit,. Range 10 ft., One target., Hit: 1d8+4 pm plus PB Peirceing Damage.
Plesiosaur Presence: all allies within 10 ft of the Plesiosaur gain one of the three benefits.
Swimming Mastery- all allies gain a swim speed equal to their walk speed.
Plesiosaur Grit- all allies gain temporary hit points equal to your PB.
Plesiosaur Pride- all allies add your PB to saving throws.
Blessed Bones
At Seventh Level your Dinosaurs attacks are Magical.
Additionally your companion dino gets the Extra Attack feature if they take their attack action.
Bloody Crossbones
At Eleventh Level you can use your reaction you can half the damage of any attack targeted at you or your Dinosaur to split it between the both of you.
DinoMight
At Seventeenth Level as an Action you can Summon the spirit of a Tyrannosaurus Rex or a Dinosaur of similar size to transform your dinosaur into it. This Action drains you, you are given a level of exhaustion. (you can only use this ability once every 3 long rest, until level 20 where you can use it once every long rest)
Dino Might Dinosaur
Gargantuan Dinosaur
Armor Class: 18 + [PB]
Hit points: 40 + player level + PB
Speed: 50 walk
Strength: 20 (+5)[PB] Dexterity: 14 (+2) Constitution: 18 (+4)[PB] Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 6 (-2)
Senses: Darkvision 60 ft. passive perception 12
Actions:
Dino Might: Melee Weapon Attack: +5 plus PB to hit., Range 5 ft., one target., Hit: 5d12+5 plus PB Force Damage.
Previous Versions
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5/28/2022 2:24:28 AM
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Posted Jun 8, 2022This is my dream, I have always liked dinosaurs and I think this is the coolest thing ever
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Posted Jun 3, 2022I screwed up the levels you get certain abilities. Sorry. Just have the DinoMight at 15th level like every other subclass thanks.. (and that goes same with the rest)