Base Class: Ranger
Through days, months, years, even decades of training and nurturing you have gained a beast of the wild as a companion. By magic or by physical training it follows you to the ends of the earth to fight for you and protect what you care for. The beast could have the same personality as you or could be completely different. Whether or not either is true there is one fact that remains...you two are capable of making even the most formidable of foes fear your bond.
Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Large and that has a challenge rating of 1 or lower. Add your proficiency bonus to the beast’s AC (so long as they aren't wearing armor) as well as to any saving throws and skills you or it is proficient in. Its hit point maximum equals the hit point number in its stat block plus 5 times your Ranger level. Like any creature, it can spend Hit Dice during a short rest to regain hit points (it has the same Hit Dice as you). It's attack roll modifier equals your ranger spellcasting modifier. You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. The beast obeys your commands and has it's own initiative (the same initiative mod as you); you can use your action to command them to make an attack. If you do so you may make a weapon attack or an unarmed strike as a bonus action.
Starting at 5th level you gain advantage on your bonus action attack using this feature, additionally when you cast the *Hunter's Mark spell your beast gains the benefit of the spell as well.
Your beast gains an extra attack when you reach 5 levels in Ranger, the same goes for when you reach 11 and 20 (to a max of 4 attacks). Your beast also adds half of your Ranger levels (rounded down and to a minimum of 1) to it's damage.
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 your beast, you and your beast can move stealthily at a normal pace.
If the beast dies, you can revive it by spending 8 hours doing an ancient ritual of the wilds (flavored in any way by you). You must be within 10 feet of it's body when you perform this. If you cannot recover it's body then you may perform the same ritual on a living creature that follows the same CR and creature rules as the original.
You also gain proficiency in Animal Handling. If you already had proficiency in this skill you will gain expertise instead. If you already had expertise then you gain proficiency in any other skill of your choosing.
Exceptional Training
Beginning at 7th level, on any of your turns you may use your bonus action to heal your beast 1d10 plus your Ranger level so long as they are within your sight. You may only do this once per long rest. In addition, you may also use this feature to instead get rid of an effect that is affecting your beast (any status effect, banishment spell, ect.).
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 17th level you gain an additional usage of this feature.
Bestial Bond
Starting at 11th level, your beast gains 10-feet Blindsight if it already didn't have it. You now gain the ability to sense any creatures or objects your beast can. You can also communicate with your beast telepathically from any distance even if they aren't within sight.
Your beast may now cast spells from your spell list that has a range of self. You share spell slots with your beast as well as concentration on spells
You and your beast fight and die together. Whenever your beast takes damage, you may instead take up to half of that damage whilst your beast still takes the other half. Damage taken in this way cannot be reduced in any way
Shared Affects
Beginning at 15th level, when you are affected by a spell or an ability that affects only you, you may have your beast also gain it's affects so long as they are within sight. Whenever the affect ends for you it also ends for your beast. Also, when you cast a spell that requires an action to cast, you may command your beast to attack as a bonus action.
Previous Versions
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11/1/2022 8:33:48 PM
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