Ranger
Base Class: Ranger

A ranger that forms a deep bond with a beast, sharing in their abilities through a fantastical link.

You can perform a 10-minute ritual to form a mystical bond with a willing, nonhostile beast. This creature becomes your Soulbeast. You can have only one Soulbeast at a time.

The Soulbeast uses its original stat block, with the following changes:

  • Its AC equals 13 + your Wisdom modifier.
  • Its hit point maximum equals 5 + five times your ranger level.
  • It has a number of d8 Hit Dice equal to your ranger level.
  • It adds your proficiency bonus to all ability checks and saving throws it makes.
  • It understands all languages you know.
  • If you have darkvision, it also gains darkvision.
  • If these adjustments would reduce its original statistics, ignore the reduction.

The Soulbeast is friendly to you and your allies, and it obeys your commands. If you die, the link ends.

Combat Rules. The Soulbeast acts on your turn. It can move and take reactions on its own, but it takes the Dodge action unless you command it (no action required). You can command it in two ways:

  • Bonus Action. You can command the Soulbeast to take its action and bonus action.
  • Attack Action. When you take the Attack action, you can forgo one or more of your own attacks to have the Soulbeast make the same number of attacks.

If you are incapacitated, the Soulbeast is no longer limited to the Dodge action and acts as it chooses.

Death and Resummoning. If the Soulbeast is reduced to 0 hit points, you take psychic damage equal to 1d4 × your ranger level. The Soulbeast’s body then fades away. Within 24 hours, you can expend a spell slot and perform a 10-minute ritual to restore it to life in an unoccupied space within 30 feet of you, with all its hit points. If you don’t, the bond ends and the Soulbeast is lost.

 

Level 7: Symbiotic Bond

When you finish a long rest, you can choose to exchange a trait, resistance, immunity, or sense between yourself and your Soulbeast. You can decide whether you gain one from the Soulbeast, it gains one from you, or you exchange them.

Instead of exchanging a trait, you can choose to share skills. A number of times equal to your proficiency bonus per long rest, when you or your Soulbeast make an ability check, you can use the other’s skill modifier in place of your own.

In addition, when your Soulbeast hits with an attack, it deals an extra 1d6 force damage.

Level 11: Synchronisation

Once per turn, when you hit a creature with a weapon attack, your Soulbeast can use its reaction to make one attack against a creature within range of one of its attacks.

In addition, once per short or long rest, you can synchronize your senses with your Soulbeast. As an action, you perceive through your Soulbeast’s senses instead of your own. While doing so, you share a telepathic bond with it. This effect requires concentration and lasts until you end it (no action required).

Level 15: Spiritual Unity

Your bond with your Soulbeast blurs the line between you. While you and your Soulbeast are within 30 feet of each other, you both gain the following benefits:

  • You both have resistance to psychic damage.
  • When you and your Soulbeast make the same saving throw, you can use your reaction to cause one of you to automatically succeed. The other automatically fails.
  • Once per long rest, when you would be reduced to 0 hit points, you can instead drop to 1 hit point. Your Soulbeast then takes force damage equal to twice your ranger level.

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