Base Class: Ranger
This is a class that focuses on the bond between your beast and yourself. This subclass aims to strengthen your bond with your beast by using your spell slots to increase their strength.
Primal Companion
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast 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 take a 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. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
BEAST OF THE LAND
Medium beast
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 40 ft., climb 40 ft.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
BEAST OF THE SEA
Medium beast
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 5 ft., swim 60 ft.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Amphibious. The beast can breathe both air and water.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.
BEAST OF THE SKY
Small beast
Armor Class 13 + PB (natural armor)
Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed 10 ft., fly 60 ft.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Flyby. The beast doesn’t provoke opportunity attackswhen it flies out of an enemy’s reach.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Beastial Boons
Using an action, you can expend a spell slot to grant your beast a boon from the list below. Your beast can have an amount of boons equal to your PB. The spell slot used grants boons equal to the level of spell slot used. These boons last until long rest or until the beast hits 0 hit points.
|
Beast Boon |
Effect |
|
Resistance |
Your beast gains resistance to one damage of your choice. You can select this boon up to a number of times equal to your proficiency bonus. |
|
Pack Hunter |
The beast can use its action to rally all allies within 30ft granting 1d4 to their next attack. |
|
Enlarge |
Your beast's size increases by one category. Its reach increases by 5 feet, and its melee weapon attacks deal an extra 1d8 damage of the attack's type on a hit. |
|
Ambusher |
Your beast can use its bonus action to teleport up to 30 feet to an unoccupied space it can see. |
|
Frenzy |
Your spirit has advantage on all melee attacks rolls, but attack rolls made against it have advantage. |
|
Detonator |
When your beast is reduced to 0 hit points, each creature of your choice within 20 feet of it must succeed on a Dexterity Saving throw against your ranger spell save DC or take necrotic damage equal to 2d10 + your ranger level. |
|
Of One Mind |
You can use a bonus action to see through your beast's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. |
|
Devil's Sight |
Your beast can see in dim light and darkness, both magical and non-magical, to a distance of 120 feet. |
|
RelentlessHunter |
Your beast's speed is doubled. |
|
Battlefield Squire |
After your beast takes the Help action, it can use a bonus action on that turn to take the Disengage or Dodge action. |
Exceptional Hunter
Starting at 7th level, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beastial Fury
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.
Shared Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.