Base Class: Ranger
The Raven Master ranger forms a mystical bond with a raven companion, drawing on its keen sight, stealth, and supernatural presence to navigate danger and deliver swift justice. This subclass blends the natural skills of a ranger with an affinity for ravens, granting unique abilities focused on reconnaissance, distraction, and cunning strikes.
Raven Companion
At 3rd level, you gain a raven as your companion. The raven uses the Raven statistics in the Monster Manual, but it gains the following benefits:
- Its hit point maximum equals four times your ranger level or its normal maximum, whichever is higher.
- It obeys your commands as best it can. It acts on your turn and can use its action to perform the Help, Dodge, or Dash actions.
- The Raven companions damage increases with the players Ranger Level.
- lvl.3=1d8, lvl.5=extra attack, lvl.9=2d8, lvl.13=3d8, lvl.17=extra attack, lvl.20=4d8.
Additionally, your raven companion can:
- Deliver your ranger spells with a range of touch by flying to a target and touching it for you.
- Communicate with you telepathically while within 100 feet. Through its eyes and ears, you can see and hear as if you were the raven, but you are blind and deaf to your own senses during this time.
Raven’s Mark
You can designate a target within 90 feet that you can see as your Raven’s Mark (no action required). While marked:
- Your raven can use its reaction to impose disadvantage on one attack roll the marked target makes per round.
- The first time you hit the marked target each turn, it takes an extra 1d6 psychic damage as whispers of dread echo in their mind. This damage increases to 1d8 at level 11.
You can only mark one creature at a time, and the mark lasts for 1 minute unless the creature dies or you use this feature again.
Cloak of Feathers
You learn to channel the spirit of the raven for stealth and agility. As a bonus action, you can shroud yourself in a spectral raven-like cloak for 1 minute. While active:
- You gain advantage on Dexterity (Stealth) checks.
- You can move through spaces as narrow as 1 inch wide without squeezing.
- If you are hit by an attack, you can use your reaction to reduce the damage by 1d8 as spectral feathers absorb part of the blow.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Raven’s Swarm
Your bond with the raven allows you to summon a flock of spectral ravens. As an action, choose a 20-foot-radius sphere centered on a point within 60 feet. Spectral ravens fill the area for 1 minute. Each creature of your choice that starts its turn in the area or enters it for the first time takes 3d6 psychic damage and has its movement speed halved for that turn.
You can use this feature once per short rest.
Eyes of the Murder
Your raven gains supernatural sight, enhancing your perception and ability to track foes. While your raven is within 100 feet of you, it gains truesight out to 30 feet and shares it with you.
Additionally, when you deal damage to a creature marked by Raven’s Mark, you ignore resistances to your weapon damage.