Ranger
Base Class: Ranger

The Dread Guardian archetype embodies a friendship between the civilized races and nature itself, skilled in the art of survival you do what you must to exist in a world of dungeons and dragons.

Dread Expertise

You gain one additional skill and expertise in two of your Skill Proficiencies of your choice.

Hunter's marking

You are adept at focusing your ire on a single foe. You always have the Hunter’s Mark Spell prepared, and it doesn’t count against the number of Spells you can prepare. Moreover, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you endit as a Bonus Action, or until you are Incapacitated.

Dread Shot

The Dread Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished for two turns. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its second turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Bursting Arrow

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 cold/fire/force damage each.

The damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Light Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 radiant damage.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Large Beast, Unaligned
Armor Class 13 + PB Natural
Hit Points 6 + six times your ranger level (the beast has a number of Hit Dice [d10s] equal to your ranger level)
Speed 50 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +6, DEX +6, CON +5, INT +4, WIS +6, CHA +4
Skills Perception +6, Survival +6
Senses Darkvision 60, Passive Perception 16
Languages Elvish can speak, plus; Common, Dwarvish, Draconic, Giant, Sylvan and Undercommon but can't speak
Challenge 11 (7,200 XP)
 
Proficiency Bonus +4

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Actions

Beak. Melee Weapon Attack: ability modifer + PB too hit, reach 5 ft., one target. Hit:  1d8 + 2 + PB slashing damage.

Small Beast, Unaligned
Armor Class 13 + PB Natural
Hit Points 6 + six times your ranger level (the beast has a number of Hit Dice [d10s] equal to your ranger level)
Speed 10 ft., fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +2, DEX +7, CON +5, INT +4, WIS +6, CHA +4
Skills Perception +6, Survival +6
Senses Darkvision 60, Passive Perception 16
Languages Elvish can speak, plus; Common, Dwarvish, Draconic, Giant, Sylvan and Undercommon but can't speak
Challenge 11 (7,200 XP)
 
Proficiency Bonus +4

Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: ability modifer + PB too hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

 

Sight of the Dark

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Strike from Darkness

You add your WIS modifier ({{modifier:wis}}) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action, dealing an extra 1d8 damage of the weapon’s damage type on a hit.

Bond of Fang and Hide

At 7th level, while your companion can see you, it has advantage on all saving throws.


In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you make an attack you can forgo one of your attacks in favour of your animal companion making their attack action.

Ranger's twist

You have advantage on saving throws against being charmed or frightened, and gain proficiency in wisdom saving throws, and add your wisdom modifier to all saves

Ranger's strike

As a bonus action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You also gain advantage on any attacks you make against this creature and can add your wisdom modifier to attack rolls.

This benefit lasts on this creature until you finish a short or long rest, or if you designate a different creature.

In addition at 7th level when you hit a creature with a weapon attack, it takes an extra {{scalevalue}} force damage from the attack regardless of immunity or resistance.

Storm of Claws and Fangs

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.
or, your companion can use its action to make a melee attack against each creature ofits choice within 5 feet of it, with a separate attack roll for each target.

Natures Shield

You can give yourself a bonus to your AC equal to your Wisdom modifier.
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.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Dread Stalker

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.