Ranger
Base Class: Ranger

Catches wild creatures.

Tame the Wild

When you take a long rest, you can create a number of Spirit Vessels, which take the form of a small carved animal figure. You can create and hold a total number of Spirit Vessels equal to your proficiency bonus.

You can use a spirit vessel to capture wild creatures. As an action while holding an empty Spirit Vessel, you can touch one creature that isn't a humanoid, construct, or undead, and you make an Animal Handling (Wisdom) ability check:

DC = The creature's remaining hit points (rounded up) + the creature's Intelligence score

If you succeed on the ability check, you capture the creature inside the spirit vessel. Otherwise, the creature escapes your capture attempt and the Spirit Vessel breaks.

As an action on your turn, and by concentrating, you can summon a creatures trapped in one of your Spirit Vessels. If the Challenge Rating of the creature is lower than your Proficiency Bonus, the creature obeys your commands and shares your initiative count, taking its turn directly after yours. The creature can be verbally commanded to move or take an action (no action required by you). If you lose concentration, the creature is returned to its Spirit Vessel. If the creature is reduced to 0 HP, the creature is returned to its Spirit Vessel and it cannot be summoned again until you complete a long rest.

If the creature's Challenge Rating is equal to your Proficiency Bonus or higher, it does not obey your commands and is actively hostile towards you instead.

You can destroy one of your own Spirit Vessels at any time to set the captured spirit free.

Trainer's Bond

As a bonus action on your turn, you can touch one creature summonned from one of your Spirit Vessels and grant it the following effects for one minute:

  • While the creature is within line of sight, you can telepathically communicate with it. At minimum, the creature can communicate simple emotions and concepts back to you.
  • The creature gains advantage on attack rolls against any target within 5 feet of you that you can see.
  • The creature gains temporary hit points equal to 1d4 + your Wisdom modifier.

Alpha Vessel

You can now select one of your Spirit Vessels and transform it into an Alpha Vessel. The Alpha Vessel functions identical to a Spirit Vessel, with the exception that a creatures summoned from it also obeys your commands even if its Challenge Rating equals your Proficiency Bonus. You can only have 1 Alpha Vessel at any time.

Shared Fate

As a reaction when either you or one of the creatures summonned from your Spirit Vessels takes damage, you can choose to transfer that damage to either yourself or one of those creatures instead.

You can use this ability a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.

Swift Whistle

You can now choose to summon a creature from one of your Spirit Vessels as a bonus action and without concentrating. If you do, the creature returns to its spirit vessel at the end of its next turn. 

You can use this feature to summon a creature as a bonus action a number of times equal to your Wisdom modifier. You regain all expended uses after you complete a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/11/2023 2:01:57 PM
4
0
6.1.1
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11/6/2023 1:05:40 PM
3
1
1.2
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11/8/2023 8:42:44 AM
3
1
1.2
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11/8/2023 8:44:31 AM
3
1
1.3
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12/1/2023 5:20:54 PM
3
1
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1/4/2024 9:08:45 AM
4
1
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2/21/2024 10:30:01 PM
4
2
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6/24/2024 11:34:15 AM
9
6
6.3.1
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13
2
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