Base Class: Ranger
Wandering the borders of civilization and the wilderness, you have connected with a creature not entirely of the natural world. This entity might be a manifestation of a primeval spirit, a strange creature that many would call a monster or cryptid, or the aberrant result of magical experimentation. Regardless of its origin, this creature has become your trusted ally as you venture forth into the unexplored regions of the world. As you grow in strength, so too does your ally. While separately you are each formidable, united you become far more than the sum of your parts.
Preternatural Companion
3rd-Level Wildling Whisperer Feature
You have formed a bond to a primeval monstrosity through your connection to the wilds. This Preternatural Companion is friendly to you and your allies, and obeys your commands. The creature uses the Preternatural Companion stat block below, which uses your proficiency bonus (PB) in several places. You determine the appearance of your companion, though its appearance does not change its game statistics unless your GM rules otherwise. Your companion has a personality all its own, which may compliment or contrast your own, at your discretion. Work with your GM to determine the personality, behaviors, and flaws of your companion.
Your preternatural companion gains the benefits of your Favored Enemy feature, and it uses the favored enemies you selected for that feature.
In combat, your companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use your bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.
In addition, when you take Attack action on your turn, you can sacrifice one of your attacks and cause your companion to make one attack instead. This attack can be made in addition to any attacks it makes if you command it to take the Attack action.
If you are incapacitated, your companion can take any action of its choice, not just Dodge, though it focuses on protecting you and getting you out of harm’s way. If you are killed, your companion remains an ally and companion to your party for up to 10 days, after which point it vanishes.
If your companion is killed, injured, or otherwise separated from you, you can conduct a 1-minute ritual to summon your companion into an unoccupied space within 30 feet of you with all of its hit points restored. You can also use this ritual to bond with a new companion, dismissing your previous companion if it is still alive.
Preteratural Companion - Thick Hide
Preternatural Companion
Small or medium monstrosity, any alignment
Armor Class 14 + PB (natural armor)
Hit Points 10 + seven times your ranger level (the companion has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Senses darkvision 60 ft., passive Perception 15
Languages understands the languages you can speak
Challenge — Proficiency Bonus (PB) equals your bonus
Uncanny Instincts. You can add your proficiency bonus to any ability check or saving throw the companion makes.
Actions
Savage Strike. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB piercing or slashing damage (your choice).
Preternatural Companion
Preternatural Companion
Small or medium monstrosity, any alignment
Armor Class 12 + PB (natural armor)
Hit Points 10 + five times your ranger level (the companion has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Senses darkvision 60 ft., passive Perception 15
Languages understands the languages you can speak
Challenge — Proficiency Bonus (PB) equals your bonus
Uncanny Instincts. You can add your proficiency bonus to any ability check or saving throw the companion makes.
Actions
Savage Strike. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB piercing or slashing damage (your choice).
Companion Traits
Your Preternatural Companion has special abilities derived from their monstrous nature and the trust between the two of you. As you grow in strength and connection to the wilderness, your companion grows in power as well.
When you bond with your Preternatural Companion at 3rd level, pick four Companion Traits from the following list. Your companion acquires two additional traits of your choice at 7th, 11th, and 15th level. Each time your companion can acquire new traits, you can also replace one existing trait with a different one.
If a companion trait has a level prerequisite, you must be at least that level in this class to select it. If you bond with a new companion, you can replace any or all of the companion traits you had previously selected with new ones, however the new trait cannot have a higher level prerequisite than the trait it is replacing.
Blink Teleport
Prerequisite: 15th level
Your companion can use its bonus action teleport to an unoccupied space it can see within 30 feet. It can also teleport one willing creature of its size or smaller. The creature must be within 5 feet of your companion when it teleports, and there must be an unoccupied space within 5 feet of the destination space for the creature to appear in; otherwise, the creature is left behind. Your companion can use this bonus action a number of times equal to your Wisdom modifier per long rest.
Breath Weapon
Prerequisite: 7th level
Your companion gains resistance to one of the following damage types (you choose when it acquires this trait): acid, cold, fire, lightning, or poison.
Additionally, as its action, your companion can produce an exhalation of elemental energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 3d10 damage of the type you chose. On a successful save, the creature takes half as much damage.
Your companion can use this action a number of times equal to your Wisdom modifier per long rest.
Climber
Your companion has a climb speed of 40 feet and can move up, down, and across vertical surfaces and upside down along ceilings.
Disarming Display
Prerequisite: 15th level
Once per short rest, your companion can use its action to flare in a pattern of distracting colors, forcing one creature within 10 feet of it that can see your companion to make a Wisdom save against your spell save DC. On a failure, the target is charmed by your companion for 1 minute. While charmed in this way, the target is incapacitated, has a speed of zero, and has disadvantage on all saving throws. The condition ends early if your companion is further than 10 feet from the target, if the target cannot see your companion, or if either the target or your companion takes damage.
Your companion must use its action on each of its turns to continue this effect.
Distant Strike
Your companion gains the following attack option:
Distant Strike. Ranged Weapon Attack: +2 plus PB to hit, range 30/60 ft., one target. Hit: 1d6 + 2 + PB piercing damage.
(Note: you may need to adjust the attack and damage bonus of this attack in your Actions tab on the character sheet to reflect the correct attack and damage bonuses.)
Flier
Your companion has a fly speed of 40 feet.
Frightening Presence
Prerequisite: 11th level
As an action, your companion can force all creatures of its choice that can see it within 30 feet to make a Wisdom saving throw against your spell save DC or be frightened of your companion for 1 minute. Creatures can repeat this save at the end of each of their turns. Your companion can use this ability once per short rest.
Grappler
When your companion hits a Large or smaller creature with a melee attack, it can force the creature to make a Strength saving throw save against your spell save DC. On a failed save, the target is grappled by your companion.
Illusory Defenses
Prerequisite: 7th level
While in combat, your companion projects illusory versions of itself within its space, causing attack rolls against it to have disadvantage. If it is hit by an attack roll, this trait is disrupted until the end of your next turn. This trait is also disrupted while your companion is incapacitated or has a speed of 0.
Innate Arcana
When you cast a spell with a range of touch or self, you can cast it through your companion if it is within 60 feet of you. If the spell requires an attack roll, you use your attack modifier for the roll.
Keen Senses
Your companion has advantage on all Wisdom (Perception) checks, and has blindsight to a range of 15 feet.
Large Stature
Prerequisite: 7th level
Your companion's size becomes Large, and you can ride it as a mount in combat, so long as your companion is of a body type for which that makes sense. You have advantage on saving throws made to avoid falling off your companion, and mounting or dismounting them costs you only 5 feet of movement, rather than half your speed.
Loyal Protector
Your companion can use its reaction to impose disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.
Many-Limbed
Your companion can have up to three creatures grappled at once, though it cannot attack if it has three creatures grappled.
Mind Link
You and your companion can communicate telepathically while within 100 feet of each other. Your companion doesn’t use words, but can transmit specific emotions and their source, and can share sensory details of its surroundings with you.
Nimble
Prerequisite: 7th level
Your companion has advantage on Dexterity saving throws, and they do not provoke opportunity attacks.
Pack Tactics
Prerequisite: 7th level
Your companion has advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Petrifying Gaze
Prerequisite: 15th level
Your companion can use its action to force one creature that it can see within 30 feet to make a Constitution saving throw against being petrified. On a failed save, the target is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Your companion can use this action 3 times per long rest.
Prehensile
Your companion can hold and use simple items, such as doors, potions, and simple tools. It cannot use weapons or magical items that require attunement, and its ability to use items effectively may be limited by its physical or mental capabilities, as determined by the GM.
Ramming Strike
If your companion moves 10 feet or more in a straight line before hitting a creature with its Savage Strike, the attack deals an extra 1d6 damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked Prone.
Shadow Walker
Prerequisite: 11th level
While in dim light or darkness, your companion can become invisible as a bonus action, along with anything it is wearing or carrying. The invisibility lasts until your companion uses a bonus action to end it or until it attacks, is in bright light, or is incapacitated.
Shapechanger
Your companion can use its action to polymorph into a Small or Medium object, or back into its true form. Its statistics are the same in each form, but the only action it can take as an object is to use this ability to turn back into its true form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Spiny Hide
Prerequisite: 11th level
If a creature hits your companion with a melee attack, the attacker takes 1d6 piercing damage.
Stealth Hunter
Your companion can take the Hide action as a bonus action if you command it to, and can hide even if it is only lightly obscured. Your companion also gains an additional +2 bonus to its Dexterity (Stealth) checks.
Swimmer
Your companion has a swim speed of 40 feet and can breathe both air and water.
Thick Hide
Prerequisite: 11th level
Your companion gains a +2 bonus to its AC, and its hit point maximum increases by 22. Whenever you gain a level in this class hereafter, your companion’s hit point maximum increases by an additional 2 hit points.
(Select the Thick Hide option under the Preternatural Companion feature in the builder to switch to the updated statblock)
Tunneler
Your companion has a burrow speed of 40 feet. It can also move at half speed and leave behind a 3-foot diameter tunnel.
Vampiric Strike
Prerequisite: 7th level
Once per turn, when your companion hits a creature with its Savage Strike, it regains hit points equal to half the damage it inflicted unless the target is a construct or undead.
Venomous Strike
Prerequisite: 7th level
Once per round, when your companion hits a creature with its Savage Strike, it can force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target is poisoned for 1 minute. If the target fails by 5 or more, it is also paralyzed. The target can make the saving throw again at the end of each of its turns, ending the effects on a success.
If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to this ability for the next 24 hours.
Web Spinner
Your companion ignores movement restrictions caused by webbing, and can sense the presence of any other creature in contact with the same webbing.
Additionally, as an action, your companion can produce a 15-foot-long, 5-foot-wide line of webbing originating from its space. These webs function identically to those produced by the Web spell, and uses your spell save DC. Once your companion uses this ability, it cannot do so again until it finishes a short rest.
Bond of the Wild Ones
7th-Level Wildling Whisperer Feature
Your traning and connection with your Preternatural Companion has granted you both a measure of protection. Both you and your companion have advantage on all saving throws while within 10 feet of each other, provided neither of you are incapacitated.
In addition, if your companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Unnatural Ferocity
11th-Level Wildling Whisperer Feature
Your Preternatural Companion can attack twice when it takes the Attack action, and its attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Heart of the Wilderness
15th-Level Wildling Whisperer Feature
The bond between you and your Preternatural Companion has crafted the two of you into an nigh-unstoppable force. You and your companion cannot be charmed or frightened while you can see or hear each other, and you have advantage on attack rolls against any creature within 5 feet of your companion, unless your companion is incapacitated.
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