Base Class: Ranger
“The greatest weapon isn’t forged. It’s earned.”
Whether through shared respect, dominance, or wild empathy, these rangers tame dangerous beasts to fight at their side. Their companions grow stronger over time, learning to fight in sync and match the ranger’s ferocity blow for blow. Some ride their kin into battle. Others fight alongside scaled titans or stalking raptors. All treat their bonded monster not as a pet—but as a trusted, lethal equal.
CR 1/8 – 1/2 (Starting Bond Options)
| Creature Base | Kinbound Name | Type | Theme | Level-Up Variant (CR 1–3) |
|---|---|---|---|---|
| Wolf | Frostmane Stalker | Beast | Cold, pack hunter | Winterfang Alpha (CR 1) |
| Velociraptor (homebrew) | Emberclaw Raptor | Monstrosity | Fire, fast-striking | Pyrofang Screecher (CR 2) |
| Giant Weasel | Dune Spiker | Beast | Burrowing, desert ambusher | Sandpiercer Varmynx (CR 1) |
| Panther | Shadowstripe | Beast | Stealth, jungle predator | Nightmane Prowler (CR 2) |
| Giant Owl | Stormwing Harrier | Beast | Wind, aerial recon | Galefeather Talon (CR 1) |
| Axe Beak | Thunderbeak Strider | Beast | Electric, territorial | Skyrazor Howler (CR 2) |
| Giant Frog | Mirebelly Snapper | Beast | Swamp ambush predator | Bogtoad Glutton (CR 1) |
CR 1 – 3 (Mid-Tier Bonds & Evolutions)
| Creature Base | Kinbound Name | Type | Theme | Level-Up Variant (CR 4–6) |
|---|---|---|---|---|
| Giant Lizard | Scorchscale | Beast | Lava, heat-resistant | Magmablood Devourer (CR 4) |
| Pteranodon (homebrew) | Windshredder Drake | Dragon | Aerial assault, sonic dive | Skyterror Apex (CR 5) |
| Giant Boar | Ironhide Rootsnout | Beast | Earth, charge-focused | Warthammer Gorebeast (CR 4) |
| Giant Vulture | Ashplume Carrionlord | Beast | Necrotic, scavenger theme | Bonewing Feaster (CR 5) |
| Constrictor Snake | Feralcoil Vineserpent | Beast | Jungle, poison grappler | Coilscourge Basilisk (CR 4) |
| Cockatrice | Spiketail Basilard | Monstrosity | Petrification and bite | Shardfang Pterrask (CR 6) |
CR 4 – 6 (High-Level Tames, DM Approval Suggested)
| Creature Base | Kinbound Name | Type | Theme |
|---|---|---|---|
| Wyvern (custom) | Blazetalon Tyrant | Dragon | Apex predator, fire & claw |
| Basilisk | Crystalhide Tremorback | Monstrosity | Stone, seismic threat |
| Chimera (reskinned) | Dreadclaw Apex | Monstrosity | Savage multi-element hybrid |
| Elemental (Air) | Tempest Wyrm | Elemental | Wind, control & mobility |
| Remorhaz | Firemaw Glacial Terror | Monstrosity | Fire/ice fusion horror |
| Bulette | Stonebreaker Juggernaut | Monstrosity | Burrowing, juggernaut force |
Beastlink
You bond with a monster companion that fights beside you. Choose a creature of CR 1/2 or lower with the type Beast, Monstrosity, or Dragon. It gains the following traits:
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HP = 5 × your ranger level
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AC = 13 + your Wisdom modifier (unless its AC is higher)
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Uses your proficiency bonus for all saves, attacks, and DCs
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Acts on your turn. You can use a bonus action to command it to take the Attack, Dash, Disengage, or Help action
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If reduced to 0 HP, it can be revived after a long rest with 10 minutes of care
You can change your Kinbound Companion after a long rest by spending 1 hour taming or bonding with a new eligible creature (DM discretion applies).
Kin’s Insight
You gain advantage on Wisdom (Insight), Wisdom (Survival), and Intelligence (Nature) checks related to Beasts, Monstrosities, or Dragons.
You also learn the speak with animals spell. It doesn’t count against your known spells, and you can cast it without expending a spell slot a number of times equal to your proficiency bonus per long rest.
Linked Assault
When you take the Attack action on your turn, your Kinbound Companion can make one weapon attack as a reaction, if it is within 30 feet of you.
If you and your companion hit the same target on the same turn, that target has disadvantage on its next attack roll before the end of its next turn.
Your companion’s attacks now count as magical for the purpose of overcoming resistance and immunity.
Apex Synergy
Your companion becomes more formidable:
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It gains an extra attack (can now attack twice when using the Attack action)
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It can grow to Large size
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Its Strength score increases by +2 (to a max of 20)
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When it scores a critical hit or reduces a creature to 0 HP, it can roar (no action) to grant you temporary HP = its Constitution modifier + your Wisdom mod
Soul of the Hunt
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While within 30 feet of each other, both of you gain Evasion, advantage on initiative rolls, and are immune to being frightened or charmed
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If you drop to 0 HP but are not killed outright, your spirit enters your companion. Until you regain HP:
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You can see and hear through its senses
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Speak through it
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Command it as if conscious
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Once per long rest, if your companion is still standing, you rise to 1 HP at the start of your next turn
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