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.
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.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will
You have advantage on saving throws against being frightened.
Call of the Wild
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.”
Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
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.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
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.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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