Ranger
Base Class: Ranger

This subclass is all about the friendship, because it gets stronger with the bond of the ranger and the beast.

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 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 obeys your commands as best as it can. It takes its own initiative. It can take the attack action, the dash action, the jump action, the help action, the disengage action, the dodge action, the hide action and the throw action if the DM allows it.

If you are incapacitated or absent, the beast acts focusing on protecting you and itself.

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 spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Exceptional Training

The attack of the beast becomes magical, and he gets your wisdom modifier as extra damage.

Bestial Fury

Starting at 11th level, you can use your bonus action to command the beast to make an attack.

Share 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.

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