Base Class: Ranger
Some rangers develop a bond with the spirit of Nature in the form of a wild beast, then further strengthen that bond through the use of magic. With your companion, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature’s vengeance made manifest, and anything that poses a threat to nature is your target.
Primal Spirit
Beginning at 3rd level, you have established a primal link to beasts wild and domestic, granting you an intuitive bond with and shared understanding. You gain proficiency in the Animal Handling skill, and can double your proficiency bonus when making any skill check with it.
Beast Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Magic table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
RANGER LEVEL | SPELL |
---|---|
3rd | healing word |
5th | warding bond |
9th | sending |
13th | death ward |
17th | awaken |
Call of the Wild
Animal Companion
At 3rd level, your ever-strengthening bond with Nature manifests as animal companion that is no larger than Medium and that has a challenge rating of 1/4 or lower (although your DM might allow exceptions to this criteria in certain circumstances). Your companion uses your proficiency bonus rather than its own, and in addition to the areas where it normally uses its proficiency bonus, it also adds the proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two additional skills of your choice and becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve, subject to the same terms.
Companion's Bond
Your animal companion receives a number of benefits while it is linked to you, but loses its Multiattack action, if it has one. It obeys your commands as best it can and acts on your initiative. You determine its actions, decisions, attitudes, and so on. Doing so requires no action by you, unless you direct it to take the Attack action, which then requires the use of your action. Through your Extra Attack feature, you also can make one weapon attack yourself when your companion takes the Attack action. If you are incapacitated or absent, your companion acts on its own.
Your companion also gains a number of features for as long as it is linked to you:
- While traveling through your favored terrain(s) with only the companion, you can both move stealthily at a normal pace.
- Your animal companion gains the benefits of your Favored Enemy feature, and uses the same favored enemies you selected for those features.
- When you gain the Land's Stride and Feral Senses features, the benefits granted by those features also apply to your companion.
The companion can spend its hit dice during a short rest to regain hit points and rolls death saving throws if brought to zero hit points. If your animal companion is ever slain, the magical bond you share with its nature spirit allows you to return it to life. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
Your companion shares your alignment, and has a personality trait and a flaw that you select. Your companion shares your ideal, and its bond is always, "The ranger with whom I am bonded is a beloved companion who has my full trust and protection.”
Preternatural Bond
The preternatural bond shared between you and your companion draws its energy from the Fey Wild, and enables nuanced conveyance and sensory enhancements to flow between you. From 7th level, your companion gains advantage on all saving throws (including death saving throws) as long as one of you is within sight of the other.
In addition, your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
Starting at 11th level, when your animal companion takes the Attack action, it can make two attacks, or it can take the Multiattack action if it has that action.
Share Spells
The connection between you and your animal companion is subliminal, yet profound. 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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Heya I've noticed a important detail missing from the "Call of the wild" trait that is in the normal beast master subclass. Was this your intention?
"The beast obeys your commands as best as it can. It takes its turn on your initiative. 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, or Help action. If you don't issue a command, the beast takes the Dodge 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.(you already have this part later in the "call of the wild" trait.)
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.
I like it. It kind of just updates it to compete with the Xanathar's Guide to Everything Rangers.