Base Class: Ranger
You are a ranger that has a unique bond with the animals that you meet and gain a special connection with one of the animals that you have met in your travels. You gain a Bestial Avatar that accompanies you upon your adventures and that will grow stronger as you do.
Bestial Avatar
At 3rd level, you gain the ability to gain a Bestial Avatar that accompanies you on your adventures and that fights & grows with you. While you & your Bestial Avatar are on the same plane you can communicate telepathically with one another and in addition, you may enter a trance in order to enter into your Bestial Avatar's conscience. While in this trance you forgo your senses to see & feel through your Bestial Avatar. As long as you are in the trance you will not be aware of anything going on around you and the only way to be forced out of it is if you take damage or are subject to a Charisma, Wisdom, or Intelligence saving throw. You may exit the trance freely.
Your companion obeys your commands to the best of its ability. It takes its turn on your initiative, but will only take the dodge action unless given a command. On your turn, you can command your avatar to attack, defend, or use an ability that it has gained as well as where to move (no action required by you). Your Bestial Avatar will carry out the command until slain or given a new command. If your Bestial Avatar is slain but you have not been killed, you can do a 4-hour ritual that can be done during a long rest in order to bring back your Bestial Avatar. If you have been killed and somehow resurrected your Bestial Avatar is lost and you will need to create a new bond with a different creature.
In order to gain a Bestial Avatar you must perform a 8-hour ritual to create a bond with a creature. Choose a beast that isn't hostile toward you. Once the ritual is completed your Bestial Avatar gains the following bonuses:
- Your Bestial Avatar's AC becomes 10 + Constitution modifier + your Proficiency bonus
- The Bestial Avatar's initial health becomes 15 + (Bestial Avatar's Constitution modifier*3), then for every level after 3rd the Bestial Avatar gains additional health equal to 5 (1d8) + the Bestial Avatar's Constitution modifier. The Bestial Avatar has a number of hit dice equal to 1d8 per player level. If the Bestial Avatar's Constitution modifier would increase its health also increases.
- You add your proficiency bonus to the Bestial Avatar's atk bonus
- Your Bestial Avatar gains ASIs at 4th, 6th, 8th, 12th, 14th, and 16th level. These ASIs can be used to increase one Ability Score by 2, increase two ability scores by 1, or increase the number of damage dice for the slashing, piercing, or bludgeoning damage for the Bestial Avatar's natural attacks by 1.
Evolution
You have a number of evolution points indicated by the evolution table with which to buy evolutions for your Bestial Avatar. You do not regain spent evolution points unless you have created a bond with a new Bestial Avatar. You only get evolution points when taking a level in this class.
If a evolution would require a saving throw the DC equals your Ranger Spell Save DC.
Evolution Points
Level |
Evolution Points |
|---|---|
| 3rd | 3 |
| 4th | 4 |
| 5th | 5 |
| 6th | 6 |
| 7th | 7 |
| 8th | 8 |
| 9th | 9 |
| 10th | 10 |
| 11th | 11 |
| 12th | 12 |
| 13th | 13 |
| 14th | 14 |
| 15th | 15 |
| 16th | 16 |
| 17th | 17 |
| 18th | 18 |
| 19th | 19 |
| 20th | 20 |
One Point Evolutions
Agile. The Avatar can take the disengage or Hide actions as a bonus action on its turn.
Improved Damage. Prerequisite: Natural attack. Select one of the Avatar's natural attacks and increase the damage die by one step. This effect cannot be applied to the same attack twice.
Keen Smell. The Avatar gains advantage on Wisdom (perception) checks that rely on smell.
Mimicry. The Avatar can mimic simple sounds it has heard. A creature that hears the sound can identify it as an imitation with a successful Wisdom(insight) check vs the avatar's Charisma(Deception).
Natural Attack. The Avatar gains one of the following natural attacks:
- Bite: Melee Weapon Attack: + (Strength + Your Proficiency) to hit, reach 5 ft., one target. Hit: (1d6+Strength Modifier) piercing damage.
- Claw: Melee Weapon Attack: + (Strength or Dexterity + Your Proficiency) to hit, reach 5 ft., one target. Hit: (1d6+Strength or Dexterity Modifier) slashing damage.
- Gore: Melee Weapon Attack: + (Strength + Your Proficiency) to hit, reach 5 ft., one target. Hit: (1d6+Strength Modifier) piercing damage.
- Slam: Melee Weapon Attack: + (Strength + Your Proficiency) to hit, reach 5 ft., one target. Hit: (1d6+Strength Modifier) bludgeoning damage.
- Sting: Melee Weapon Attack: + (Dexterity + Your Proficiency) to hit, reach 5 ft., one target. Hit: (1d6 Dexterity Modifier) piercing damage.
- Tail Slap: Melee Weapon Attack: + (Dexterity + Your Proficiency) to hit, reach 5 ft., one target. Hit: (1d6+ Dexterity Modifier) bludgeoning damage.
Scent. The Avatar gains advantage on Wisdom(Survival) checks to track a creature it can smell within 1 mile.
Skilled. The Avatar becomes adept at two skills. Choose two skills other than Religion, Arcana, and History your Avatar gains proficiency in those chosen skills.
Sure-Footed. The Avatar has advantage on Strength and Dexterity saving throws against effects that would knock it prone.
Swift. The Avatar's movement speed is increased by 10 feet to a maximum of 60 feet.
Swim. The Avatar gains a swim speed equal to its walking speed.
Tremorsense. The Avatar gains a tremorsense range of 15 feet.
Two Point Evolutions
Amphibious. The Avatar can breathe air and water.
Blindsight. The Avatar gains blindsight to a range of 30 feet.
Burrowing. The Avatar gains a burrow speed equal to half its movement speed.
Chameleon Skin. The Avatar has advantage on Dexterity (Stealth) checks made to hide
Charge. The Avatar gains the ability to charge. If it uses its action to dash and moves at least 10 feet in a straight line it can use its bonus action to make a melee attack against the target. The attack deals an additional +5 damage.
Charm. Your Avatar gains the innate ability to charm others. As an action your Avatar can attempt to charm another creature, the target must make a wisdom saving throw against your spell save DC, on a failed save the creature is charmed by your Avatar for 10 minutes. The target is friendly to both you and your avatar and can reroll the save at the end of each of their turns to end the effect on a success. Once a creature succeeds the save, they are immune to the same effect for the next 24 hours.
Crush. The Avatar can crush those in its grasp. If your Avatar has a creature grappled it can use its action to deal 2d8 damage to the target.
Illumination. The Avatar can use its bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Martial Prowess. The avatar can deal an additional (2d6) damage on its first attack each turn.
Pack Tactics. The Avatar has advantage on attacks against a creature if at least 1 of the Avatar's allies is within 5 feet of the target and is not incapacitated.
Pounce. The Avatar can pounce on a target. Using its action, the Avatar can jump 20 feet in a straight line and then make a melee attack against a target within 5 feet of its landing point. The target hit must make a Strength saving throw or be knocked prone.
Poisonous. Prerequisite: Natural Attack. The Avatar secretes venom, gaining a poison attack. Pick one of the Avatars natural attacks. The selected attack deals 2d4 extra poison damage and causes the target to make a Constitution saving throw. On a failed save the target is poisoned. On a success, it is immune to the poisoned condition from this attack for 1 hour.
Rampage. The Avatar rampages when it lowers a target to 0 hp, it can use a bonus action to move up to half its speed and make a melee attack against a new target.
Spiked. The Avatar deals your proficiency modifier in damage to targets that hit it with a melee attack.
Swallow. Prerequisite: Natural attack: Bite. The Avatar's bite attack also forces a grapple check against the target. If the target is smaller than the Avatar and is grappled it is swallowed, causing it to enter the Avatar's space and be blinded, restrained, and have total cover. At the start of each of its turns, the target takes 3d6 acid damage. At the end of its turn, a swallowed creature can attempt to break free of the grapple using an action.
Three Point Evolutions
Deflect. The Avatar can use its reaction to gain +5 AC against the next attack against it.
Flight. The Avatar gains a flying speed equal to its movement speed.
Frightful Presence. As an action, your avatar can attempt to Frighten creatures within 20 feet of it. Each creature of your avatar's choice within 20 feet of it and aware of it must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the avatar is within Line of Sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the avatar's Frightful Presence for the next 24 hours.
Incorporeal. As a bonus action, your Avatar can become incorporeal letting them move through other creatures and terrain for 1d4 rounds. The Avatar takes (1d10) force damage if it ends its turn inside an object or creature. While incorporeal the avatar gains resistance to all slashing, piercing, and bludgeoning from nonmagical attacks. Once you use this feature it cannot be used again until the next dawn.
Magic Resistance. The Bestial Avatar gains advantage against saving throws of spells or other magical effects.
Multi-Attack. The number of attacks the Bestial Avatar can make increases by 1 every time this evolution is selected.
Spider Climb. The Avatar can climb difficult surfaces, including upside down on ceilings, without needing to make ability checks.
Stench. The Avatar emits an aura of filth. Creatures that move within 5 feet of the Avatar, or start their turn there must make a constitution saving throw or be poisoned until the start of its next turn.
Toxic Blood. The blood of your Avatar becomes toxic and deadly to the touch. Your avatar gains resistance to acid damage, also when your avatar is hit by a slashing or piercing attack, every creature within 5 feet of it must succeed on a Dexterity saving throw or take 6 (2d6 + Avatar's Constitution modifier) acid damage.
Vampire. Your Avatar can gain nutrients from the creatures it eats. If your Avatar hits a target with a bite attack on its turn, it absorbs some of the life force of that creature healing 3 (1d4 + Avatar's Constitution modifier).
Web. The Avatar gains the following attack: Web: Ranged Weapon Attack: + (Dexterity + Your Proficiency) to hit, reach 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a Strength check vs your spell save DC, breaking free on a success. The webbing also can be attacked and destroyed (AC 10: Hp 5: Vulnerability to Fire damage; Immunity to bludgeoning, poison, and psychic damage).
Beginning at 5th level, you can select one evolution for your avatar from the Major Evolutions list. You can select another evolution at 10th level and again at 15th. You cannot select the same major evolution more than once, unless stated otherwise.
Major Evolution
All Seeing Eye. The Avatar gains Truesight with a range of 60 feet.
Breath Attack. The Avatar gains the ability to breathe destructive force, choose one breath type from the breath type table and the Avatar gains the following ability:
- Breath Weapon (Recharge 5-6). You can use your action to exhale destructive energy. Your selected breath type determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your breath type. The DC for this saving throw. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Breath Attack
ELEMENT |
BREATH WEAPON |
|---|---|
| Acid | 5 by 30 ft. line (Dex. save) |
| Poison | 15 ft. cone (Con. save) |
| Fire | 15 ft. cone (Dex. save) |
| Cold | 15 ft. cone (Dex. save) |
| Lightning | 5 by 30 ft. line (Dex. save) |
Elemental Attack. The Avatar adds an elemental damage type to each of its natural attacks. Choose one of the following: Acid, Cold, Fire, Lightning, Poison, Radiant, Necrotic. The attack deals an additional 3d6 of that type. Each time you take this major evolution you select a different damage type.
Eye Rays. As an action, the Avatar can shoot eye beams at up to two creatures it can see. Roll a d4 to randomly determine the ray.
- Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by the Avatar for 1 minute, or until the Avatar harms the creature.
- Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Wounding Ray. The targeted creature must succeed on a Constitution saving throw. Taking (3d10) necrotic damage on a failed save or half as much on a successful one.
Regeneration. The Avatar regains hit points equal to 1d8 + its constitution modifier at the start of each of its turns. This effect does not take place if the Avatar has taken Acid, Fire, or Necrotic damage since the end of its last turn.
Growth. The avatar grows in size becoming one size larger. Natural attacks made by the avatar gain one additional damage dice. The Avatar has advantage on strength checks and if it becomes large its range for its natural attacks increases by 5 ft.
Invisibility. The Avatar can turn invisible using a bonus action. It will remain invisible for 1 hour or until it makes an attack. Once this feature has been used it cannot be used again until your next short or long rest.
Teleport. The Avatar can teleport up to 60 feet to a spot it can see as a bonus action. Once it has done this it cannot do so again until it finishes a short or long rest.
Magical Enhancement
Beginning at 7th level, your Bestial Avatar's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you cast a spell targeting yourself, you can also affect your Bestial Avatar with the spell if the Bestial Avatar is within 30 feet of you.
Protector
At 11th level, when you or an ally is within 10 ft. of your Bestial Avatar they gain +2 to their AC & an increase to Strength and Dexterity saving throws equal to the Bestial Avatar's Constitution modifier. As a reaction, when your Bestial Avatar within 5 feet of a creature on its turn, switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Legendary Armor
At 15th level, your Bestial Avatar gains immunity to 1 damage type & 2 resistances from the following list: Nonmagical (slashing, piercing, & bludgeoning), fire, cold, poison, lightning, thunder, acid, radiant, necrotic, psychic, force
Previous Versions
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11/20/2023 7:14:42 AM
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