Base Class: Ranger
A subclass of Ranger that depends on the relationship with an animal companion. This class of Druid are trained for mounted combat on some of the most unruly of beasts. Their knack with nature, extensive combat training and knowledge of animal handling make them quite versatile and able to adapt. Many Riders originally come from the Druid or ranger class, due to their relation to nature and animals. Some become riders after forming bonds with unlikely animals. Those suitable to ride are trained to be ridden into battle while the master uses weapons and or magic from atop the mount. Performing like a paladin in this respect.
Beast Companion
Ridable beasts like Worgs and Wyverns, have a higher DC to maintain, than dire animals due to their inherent nature.
Commands like attack/hunt, sit, stay, and go/move actions are free to use but more complex tasks need to roll an animal handling check with a DC corresponding to your level to see if your beast will follow your command. Such as defend, disengage, Stealth, track, work, fetch, down, heel and perform. If you ask your beast to do one of these commands and the animal handling check fails, basic commands now have to have an animal handling check a (with a relatively low DC depending on your level) and the complex tasks are granted a much Higher DC until a you can complete a long rest and rectify the bond you have with your beast reducing the DC again. If you fail 2 (Total) animal handling checks for complex tasks 1st fail results in DC increase and 2nd fail results in inability to command complex tasks unless rolled an 18 or higher (anything less and the beast makes an single attack on you (like a bite or scratch)) and the DC for basic tasks is increased again based on your level. If a 3rd consecutive fail is made then your Beast companion will abandon you and leave. It is up to you if you can find it again and win its trust or leave it be and find a new companion.
Discuss with Gm to see if you can pick another companion that is not on the list if you so choose. However as a rule whatever Creature you choose It must start at level 1 and levels up at half the speed you do so as to not become an over powered companion too quickly. Discuss with GM as to how your beast will be scaled as far as power level/stats this aspect is up to you.
At each milestone level (4, 8, 12, 16 and 20) you can teach/train your companion to do some more complex actions that won't require an animal handling check and also at every other Level they can learn a new attack.
1 - 1 command
4 - 1 command + 1 attack
8 - 2 commands
12 - 1 command + 1 attack
16 - 2 commands
20 - 2 commands + 2 attack
Dire Wolf
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Giant boar
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Giant eagle
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Giant Hyena
Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Giant Spider
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking (2d4) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6 piercing damage lvl 8: +1d4, lvl 14: +1d4, Lvl 20 + 1d4 poison damage
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Giant Wolverine
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) slashing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Griffon
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage. lvl 8: +1d8, lvl 14: +1d8, Lvl 20 + 1d8
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Hippogriff
Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Owlbear
Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 2) slashing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Riding lizard
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Worg
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Wyvern
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage. lvl 8: +1d6, lvl 14: +1d6, Lvl 20 + 1d6
Stinger. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (1d4) poison damage on a failed save, or half as much damage on a successful one. lvl 8: +1d4, lvl 14: +1d4, Lvl 20 + 1d4
Boon of the Beast
Choose of the following:
Beast Frenzy
Instead of attacking yourself you can use your bonus action to command your beast to attack for you giving it an extra attack it must attack on your turn.
Riders Advantage
When riding atop your mount you gain a +2 to AC
Beast Tamer
Due to your knack for animal handling you are adept at making creatures bend to your wishes. You may roll advantage on complex tasks you wish your beast to perform, however this advantage goes away on a failed check until you complete a long rest to bond with your beast.
True Bond
Your Companion will not be at risk of leaving if player has failed at complex unlearned commands. If it comes to the point where the beast would normally abandon you it will instead cease to listen and do as it pleases until a long rest to bond again with it.
Telepathic Bond
You and your beast have reached a point where you can communicate back and forth telepathically. The link is broken when your beast is not happy with you, on a failed animal handling check with your beast it will sever the link.
Attack +2
While Riding or fighting along side your beast you gain +2 to attack rolls
Animal Whisperer
Compared to training your beast, all other animals are easy to deal with. Thus you have advantage on dealing with any other animal handling checks that don't involve your beast or other monstrous creatures.
Free Command
Once per long rest you may have your beast to do one unlearned command without a handling check. In battle use a bonus action to command your beast to do one task that is not an attack. Again can only be used once per long rest.
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