Base Class: Ranger
The dedicated workers of Santa’s stables, reindeer herders are experts in the handling of such fantastic beasts. Some even ride them into battle against those who dare to muddle christmas spirit.
Dedicated Herder
3rd-level Reindeer Herder feature
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. This companion is a Reindeer (using the Elk statblock), with a flying speed of 60 feet and the ability to cast Light on its nose. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
The reindeer obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
A Herder's Magic
3rd-level Reindeer Herder feature
You learn an additional spell when you reach certain levels in this class, as shown in the Reindeer Herder Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Reindeer Herder Spells
| Ranger Level | Spells |
|---|---|
| 3rd | ice knife* |
| 5th | snilloc's snowball swarm |
| 9th | conjure animals* |
| 13th | dominate beast |
| 17th | awaken |
*The ice knife formed from the ice knife spell does not need to be thrown immediately, and can instead be used as a melee weapon in which you're proficient with using your dexterity modifier. It uses it's 2d6 cold damage from the spell for the damage roll.
*The animals conjured from conjure animals must always be reindeer, using the Elk stat block.
Exceptional Training
7th-level Reindeer Herder feature
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
11th-level Reindeer Herder feature
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.
With Your Nose So Bright
15th-level Fey Wanderer feature
Beginning at 15th level, when you cast a spell, you can instead cast through your reindeer for the sake of overcoming positioning with the spell. The spells are cast through the reindeer's nose, provided their nose can still glow (isn't covered.)
Comments