Ranger
Base Class: Ranger

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beastmaster Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic, embodying friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beastmaster means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Rangers Companion

At 3rd Level, you form a magical connection with an animal of your choice, the connection represents a powerful bond of dedication and companionship that is difficult if not impossible to break. The bond you share allows for a limited form of telepathy between you and your new companion, through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. If you and your companion are separated by a mile or more you lose the telepathic link until you close the distance.

Choose a Beast of challenge rating of 1/4 or lower (Your DM may allow you to choose a creature other than a beast), You replace the animals' proficiency bonus with your own. The companion adds this proficiency bonus to its AC and its damage rolls, in addition to rolls that would usually use proficiency. The animal companion gains proficiency in two skills of your choice, and becomes proficient in all saving throws. The animal companion loses its Multiattack action, if it has one.

Your companion shares your initiative roll but has its own movement and actions, you determine its actions, decisions, attitudes, and so on, The companion obeys your commands as best it can. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

For each ranger level after 3rd you gain, your companion gains a hit die and increases its hit points accordingly.

When you gain an ability score increase through the ranger class you may also increase one of your companions scores by 2 or two scores by 1, as normal the companion may not increase a score above 20 and they may not choose to take a feat.

Your companion shares your ideal and its bond is "The ranger who travels with me is a beloved companion for whom i would gladly give my life."

If your companion is ever slain the magical bond you share allows you to return it to life, with 8 hours of ritual work consuming 50GP worth of rare herbs and fine food, you can call forth your companions spirit and a new body for it to inhabit.

 

Harrying tactics

Beginning at 7th level, your companion acts to harrass your foes, affording you a window to land greater harm upon them.

Your companion may take the help action as a reaction against a target you are attacking, in order to grant you advantage on the attack.

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Companions Devotion

At 15th level, whenever you or your companion is hit with an attack in sight of the other, you may exploit the bond between you to see through the others eyes and maneuver away from the incoming harm.

When you or your companion is hit with an attack whilst in line of sight with each other, you may use your reaction to halve the damage inflicted.

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