Ranger
Base Class: Ranger

Beast leader

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast or monstrosity that has a challenge rating equal to your proficiency bonus or lower. 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 the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast also benefits from hunters mark and favored foe.

The beast 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 bonus 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 command the beast to use any multiattack feature it has.

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.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by attempting to tame another beast as long as you are not hostile to it and are within 15 ft. of it you can attempt an animal handling check, with the dc being 10 + the beast’s CR + the beast’s proficiency bonus, you automatically fail this check if the creature's CR is greater than your proficiency bonus.

Beast Camp

At 3rd level, You gain the ability to pull beasts or monstrosities you’ve tamed into a dimensional space which can hold a number of creatures up to your proficiency bonus. It takes 10 minutes to send, retrieve, or swap beasts in relation to this space, The new beast appears in an unoccupied space of your choice within 30 ft. of you. The beasts in this space are always well fed and have ample space to interact and play. As an action you can enter the camp as a spectral version of yourself leaving your real body behind but allowing you to interact with the friends you’ve made you can return to your body as an action.

Pulling a beast into this space opens up the ability to tame a new beast. You can only have one active beast at a time and all beasts within the Camp are treated as inactive.

Once per long rest as an action you can forcibly send your active beast back to the camp.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a free 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

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can spend its bonus action to make an additional attack adding half your ranger level to the damage.

Spell sharing

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.

Additionally you can cast a spell from the beast's position the beast spends its reaction for this and it has to be within 30 ft. of you.

Beast Camp

At 3rd level, You gain the ability to pull beasts or monstrosities you’ve tamed into a dimensional space which can hold a number of creatures up to your proficiency bonus. It takes 10 minutes to send, retrieve, or swap beasts in relation to this space, The new beast appears in an unoccupied space of your choice within 30 ft. of you. The beasts in this space are always well fed and have ample space to interact and play. As an action you can enter the camp as a spectral version of yourself leaving your real body behind but allowing you to interact with the friends you’ve made you can return to your body as an action.

Pulling a beast into this space opens up the ability to tame a new beast. You can only have one active beast at a time and all beasts within the Camp are treated as inactive.

Once per long rest as an action you can forcibly send your active beast back to the camp.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a free 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

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can spend its bonus action to make an additional attack adding half your ranger level to the damage.

Spell Sharing

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.

Additionally you can cast a spell from the beast's position the beast spends its reaction for this and it has to be within 30 ft. of you.

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