Base Class: Ranger
Harness the power of certain Beasts and utilize them to help defend nature
Level 3: Primal Companion
You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.
Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Beast of the Land
Beast of the Land
Medium Beast, Neutral
AC 13 plus your Wisdom modifier
HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.
Beast of the Sea
Beast of the Sea
Medium Beast, Neutral
AC 13 plus your Wisdom modifier
HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 5 ft., Swim 60 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 90 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amphibious. The beast can breathe air and water.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your spell save DC).
Beast of the Sky
Beast of the Sky
Small Beast, Neutral
AC 13 plus your Wisdom modifier
HP 4 plus four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)
Speed 10 ft., Fly 60 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 16 | +3 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 11 | +0 | +0 |
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby. The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 3 plus your Wisdom modifier Slashing damage.
Level 3: "Trainer Magic"
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Cowpoke Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
|
Level |
Spell |
|
3rd |
Animal Friendship |
|
5th |
Find Steed |
|
9th |
Haste |
|
13th |
Dominate Beast |
|
17th |
Hold Monster |
Ranger Marksmanship
When you choose this archetype at 3rd level, you gain proficiency with firearms. Additionally, you also gain proficiency with tinker’s tools, allowing you to craft ammo for any firearm for half the price it costs to buy it. Crafting a set of 10 rounds of ammo takes 1 hour.
Level 3: Beast Whisperer
Also at 3rd level, your expertise and know-how of dealing with animals allows you to create a supernatural bond with any beast. As an action, you can attempt to befriend a beast that can see and hear you and is within 30 feet of you. You must make a Wisdom (Animal Handling) check. The DC for this check equals the 10 + CR of the beast, rounding up. If the check is successful, the beast is friendly to you, trusts you, and will heed some of your commands within reason. The beast won’t attack your enemies and it won’t engage in any action that will lead to its certain death. The beast will, among other things, bring you an object out of your reach, carry a message to someone it could reasonably find, indicate the way of a location it knows, scout ahead, or, if its biology permits it, carry you and be used as a mount. If you choose to do so, it gains +10 feet to its speed when you mount it. Willingly harming the beast will make it stop seeing you as a friend, at which point it might turn hostile depending on the nature of the beast in question, at the GM’s discretion. The beast will not leave the general location where it lives for more than 100 feet, as in, befriending an elk that lives in a particular forest means the elk won’t follow you anymore once you are 100 feet away from the forest it lives in.
Level 7: Exceptional Training
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.
In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
Level 11: Bestial Fury
When you command your Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.
In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
Level 15: Share Spells
When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.
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