Base Class: Ranger
Rangers were once the spirit of the wilds, having a trusty animal companion at their side. Often choosing between ranged or melee attacks as their expertise. They always had a trusty companion beast with them, either in the open or slinking in the shadows nearby.
They used their mystical abilities to connect with an animal, similar to how druids can transform into a beast. They remain companions until the ranger passes on from this life, both growing in strength and ability. The companion is a spirit that can transfer from the body of one creature into that of another. As the bond and combined abilities grow, they can subdue more powerful beasts to join the pact.
Rangers focus on a specific category of weapon, and as a result they gain enhanced abilities with those weapons. At level 3 they can choose a style of focused fighting; either ranged, two handed weapons, or dual wielding one handed weapons.
Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. You go through a ritual quest to find your beast companion, then you have to work to tame the creature and win it's trust. (See below for process of ritual). During this ritual you create a mystical mental bond that allows you to communicate telepathically with the creature. You both learn to understand one another through this bond, but it is still a rudimentary form of communication, but it is a instinctive bond that allows you to fight as a seamless unit.
You can choose a beast, with your DM's assistance, that is no larger than Large in size. The beast must fall within the following CR, and receives the listed additional bonuses as well:
Ranger Level Beast CR Bonus HD Bonus AC
3-5 1/4 2 1
6-9 1/2 4 2
10-13 1 6 3
14-17 2 8 4
18-20 3 10 5
Like any creature, it can spend Hit Dice during a short rest to regain hit points.
Through your mystical bond, the beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can telepathically command the beast where to move (no action required by you). You can command it to take the Attack, Dash, Disengage, or Help action without having to use any of your actions. If you don't issue a command, the beast takes the Dodge action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
You can choose any beast in the allowed CR for your Ranger level. To work through the process of the ritual you roll 1d10 for the number of days it takes for you to find your target companion. You can roll Survival check to shorten the time, roll of 15 or higher shortens the days in half. When you find the creature, you will have to roll animal handling at advantage in order to tame them. It takes spending 8 hours to mystically bond with a beast that isn't hostile to you, and that meets the requirements laid out above.
Exceptional Weapon Training
At level 3 you decide to take one of three paths of weapon focus. As a result of your years of practice and focus you gain additional abilities based on your chosen fighting style: Ranged, Dual melee, or Two handed melee.
Dual Melee Conclave
You have chosen to take the path of dual wielding weapons.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
Great Weapon Conclave
You have chosen the path of fighting with two handed weapons. Your training has given you an edge when dealing damage.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Ranged Conclave
You have chosen to take the path of archery. Your training has given you a bonus to attack with any ranged weapon.
You gain a +2 to hit with ranged weapon attacks.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Mystic Battle Mind
Beginning at 7th level, when you use your action to make a weapon attack, you can cast a druid cantrip as a bonus action. You gain access to Druid cantrips, and can learn maximum of two. You can change your prepared druid cantrips during a long rest.
Also, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
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
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/5/2022 5:59:10 PM
|
7
|
1
|
1
|
Coming Soon
|
Comments