Ranger
Base Class: Ranger

While there are many conclaves that show no mercy to what
they see as lesser minded creatures, it is those instinctive and
battle-tested creatures that one within the Monster Tamer
Conclave uses as their greatest asset. Those of this conclave
do not just seek to better their own talents, but the talents of
the faithful companion that they have gained in their travels.

Monster Tamer Conclave

 

You gain conclave spells at the ranger levels listed to prepare.

Conclave of the Monster Tamer
RANGER
LEVEL
SPELLS

3rd

animal friendship, beast bond

5th

pass without trace, warding bond

9th

conjure animals, tongues, haste*

13th

conjure minor elementals, conjure woodland beings*

17th

awaken, rary's telepathic bond*

Primal Bond

At 3rd level, you learn to use your magic to create a powerful
bond with a creature of the natural world. With 8 days of
work to gather fine food, rare herbs, and other fantastical
offerings, you call forth an creature from the wilderness to
serve as your faithful companion. You normally select your
companion from among the following animals: Ape, Black
Bear, Blink Dog, Displacer Cub, Infant Wyvern, Panther, Wolf.
Use the stat blocks at the bottom of this class in lieu of
existing stat blocks, if any.

• You can only have one animal companion at a time. Your
animal companion, when reduced to 0 hit points, makes
death saves as a player would. If your animal is ever slain,
while normal resurrection magic can affect it, there is also a
more basic ritual for calling back its spirit. You must spend 1
day and further 100 gp x your Tier (30gp for Tier 1) in order to call the spirit back into
your partner’s body.

• For 24 hours after the your animal companion is revived, it
has disadvantage on all ability checks, saving throws, and
attack rolls. You suffer a -1 penalty to all attack throws, saving
throws, and ability checks while your beast is dead.
If your companion is killed by another creature, your
primal bond enables you to know who that creature is. A non-concentration
Hunter’s Mark is placed onto that creature, though it does
not count towards you having a currently marked creature.
Which persists for 24hours and is special only to itself and
after it dies the spell fades.

True Companion:
• Your animal companion has abilities and game statistics
determined in part by your level. Your companion shares your
alignment, and has a personality trait and a flaw determined
by you. Your companion shares your ideal, and its bond is
always, “The ranger who travels with me is a beloved
companion for whom I would gladly give my life.”

•  Your animal companion gains the benefits of your Favoured Enemy
 and Hunter’s Mark damage on target. Only you can cast
Awaken on your companion, but all of them are eligible. Your
animal companion also has a minor telepathic bond to you
created by the ritual. You are able to convey basic empathic or
otherwise simple thoughts upon each other. You are not able
to communicate in this way while on different planes

• The animal companion loses its Multi-attack action, if it
has one.

• The companion obeys your commands as best it can.
It rolls for initiative like any other creature, but you
determine its actions, decisions, attitudes, and so on. Your
companion can instead choose to act on your initiative.
If you are incapacitated or absent, your companion acts on
its own.

• It is considered to be of equal level to you for the purposes
of spells and effects like Polymorph.
Your companion uses your proficiency bonus rather than
its own for attacks and skills which it is proficient in.
Your animal companion uses your proficiency modifier
instead of its own for attack rolls and also adds it to its
damage rolls, as well as to its AC when it isn’t wearing
armor.

• If the companion has an ability that has a saving throw
DC, it increases with proficency and Strength modifier.
Your animal companion gains proficiency in two skills of
your choice. Most companions can only use Strength for their attack
and damage rolls, and Pounce DCs, however the Wolf and
Panther companion can use Dexterity for their attack and
damage rolls.

• It becomes proficient with all saving throws.
It cannot use weapons, even if it becomes proficient.

• For each level you gain after 3rd, your animal companion
gains an additional hit die and increases its hit points
accordingly. If it did not have three hit die when you gain
this feature, your companion now has three hit die and
changes its hit points accordingly.

• Whenever you gain the Ability Score Improvement class
feature, your companion’s abilities also improve. Your
companion can increase one ability score of your choice
by 2, or it can increase two ability scores of your choice by
1. As normal, your companion can’t increase an ability
score above 20 using this feature unless its description
specifies otherwise. If this Ability Score Improvement is
gained from a class other than Ranger, only one ability
score can be increased, and only by 1.

True Companion: Ape

You chosen Companion is an Ape. 
Use its statblock with the modifiers mentioned.

True Companion: Black Bear

You chosen Companion is an Black Bear.
Use its statblock with the modifiers mentioned,

True Companion: Blink Dog

You chosen Companion is an Blink Dog.
Use its statblock with the modifiers mentioned,

True Companion: Displacer Cub

You chosen Companion is an Displacer Cub.
Use its costum statblock with the modifiers mentioned,

True Companion: Infant Wyvern

You chosen Companion is an Infant Wyvern. 
Use its costum statblock with the modifiers mentioned,

True Companion: Panther

You chosen Companion is an Panther. 
Use its statblock with the modifiers mentioned,

True Companion: Wolf

You chosen Companion is an Wolf. 
Use its statblock with the modifiers mentioned,

Insipired Fighting

Starting at 7th level, you and your companion gain the ability
to inspire each other in times of crisis. Whenever you or your
companion are forced to make a saving throw, the other may
use their reaction to give them advantage on the saving
throw, as long as you are within 30 feet of each other. You and
your companion can do this a number of times equal to the
sum of your Wisdom modifiers (minimum of 2). 

You and your companion have now advantage for Initiative

Coordinated Combat

Starting at 11th level, your Companion gains the benefit of the Extra Attack feature.
As well as you are both proficient in Initiative now.

Wild Evolution

Starting at 15th level, after spending so long with them, after
having faced so many hardships, your companion has risen to
a greater life. The primal magic that has bonded you to them
has caused them to take on a new form: a Dire form.
Taking on a Dire form causes the companion’s physical
prowess to push to greater heights. Their natural Armor
Class increases by one, and their hit dice increases by one
dice stage (d4 to d6, d6 to d8, d8 to d10, d10 to d12).

Furthermore, select one attack that the beast has access to
and increase it by one dice stage as well.

Lastly, your beast’s size is increased to Large, if it is not already.
This allows for them to be used as a mount by you or those you allow.
Each kind of monster also gains a special feature

Apes Evolutiuon

Your ape has learned the most basic of magic after
watching you, and gains the benefits of the Magic Initiate
feat, choosing Druid as the class.

Black Bears Evolution

Your black bear has resistance to normal and magical
bludgeoning, piercing, and slashing damage.

Blink Dogs Evolution

If your blink dog uses its teleport action on the
turn that it recharges, it may make a bite attack both
before and after teleporting

Displacer Cubs Evolution

Your displacer cub now is a full fledged
displacer beast, no longer having to roll to recharge its
displacement, instead getting it back at the start of its
turn.

Infant Wyverns Evolution

Your Wyvern gains an 40 extra flight
speed, and if the Wyvern is flying and dives at least 30 feet
towards a target and then hits with a Bite attack, the
attack deals an extra 28 (8d6) damage.

Panthers Evolution

Your panther gains the ability to utilize its Agility to its perfection:
It can use the Dash and Disengage
action as a bonus action. Its movement speed increases by 10 while it
is not wearing heavy armor. And it can move up to its speed as a
reaction when an enemy ends its turn within 5 feet of it. 
This movement doesn't provoke opportunity attacks.

Additionally it can Hide as a bonus action, giving enemies a -5 penalty
to their perception when trying to find it as long as it remains stationary.
While Hiding your panther no longer leaves tracks that could be found by non-magical means.

Wolfs Evolution

Your allies have advantage on melee attack rolls
against any creature within 5 feet of it that it is hostile against.

Souldbound

The bond between you and your companion is so
strong that you can suffer each other's blows. Whenever you
or your companion would take damage, if you are within 30
feet of each other, either of you can take the damage for the
other, causing them not to take the damage. Instead, the one
who used the ability takes the damage. This damage can't be
reduced or prevented in any way. 
You can use this up to your proficiency times per Long Rest.

Previous Versions

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