Ranger
Base Class: Ranger

Sworn protector of the Nightmare Realm and instrument of Raz'a Hazar. Responsible for the Training and raising of the Drakes that will grow into the Dragons that Guard Raz'a Hazar while he dreams. 

Drake Warden

Starting at 3rd level, you gain a drake companion, a creature born of your connection to the nightmare realm. Choose one of the following drake types: Shadow Drake, Fear Drake, or Dream Drake. Your drake companion uses the Drake Companion stat block (detailed below) and gains additional features as you level up. You can communicate telepathically with your drake companion as long as it is within 100 feet of you..

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Drake Stat Block

Medium Dragon, Neutral

Armor Class: 14 (natural armor)

Hit Points: 5 + five times your ranger level (the drake has a number of Hit Dice [d10s] equal to your ranger level)

Speed: 30 ft., fly 30 ft.

STR: 14 (+2) | DEX: 14 (+2) | CON: 12 (+1) | INT: 8 (-1) | WIS: 12 (+1) | CHA: 10 (+0)

Skills: Perception +4, Stealth +4

Senses: Darkvision 60 ft., passive Perception 14

Languages: Draconic, understands the languages you speak

Challenge: —

Actions:

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.

Drake Type Features:

 

Shadow Drake: Gains advantage on Dexterity (Stealth) checks.

Fear Drake: Its Bite attack deals an additional 1d6 psychic damage.

Dream Drake: Its Bite attack deals an additional 1d6 radiant damage.

Nightmare Hunter

Starting at 3rd level, your connection to the nightmare realm enhances your hunting abilities. You can cast Hunter's Mark as a bonus action, and it does not require concentration for you. Additionally, when you cast Hunter's Mark, the target is also affected by the Bane spell (no concentration required) for the duration of Hunter's Mark.

Nightmare Shroud

At 7th level, you can use your bonus action to cloak yourself and your drake companion in a shroud of nightmare energy, becoming partially ethereal. For 1 minute, you both gain the following benefits:

 

You and your drake companion can move through creatures and objects as if they were difficult terrain. If you end your turn inside a creature or an object, you take 1d10 force damage.

You and your drake companion have resistance to all damage except force damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Terrifying Presence

At 11th level, your drake companion exudes an aura of fear. As an action, your drake can unleash a terrifying roar. Each creature of your choice within 30 feet of the drake and aware of it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Master of Nightmares

At 15th level, you and your drake companion become true masters of the nightmare realm. You gain the following benefits:

 

Nightmare Strike: When you hit a creature with a weapon attack, you can choose to deal an additional 4d6 psychic damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Nightmare Bond: You and your drake companion share a deeper bond, allowing you to coordinate your attacks seamlessly. When you take the Attack action, you can forgo one of your own attacks to allow your drake companion to make one Bite attack with its reaction.

Nightmare Resilience: You and your drake companion have advantage on saving throws against being frightened, charmed, or put to sleep.

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