Base Class: Ranger
It's your goal to lead the sheep, and protect them from evil.
Shepherd's Crook
You can either summon or simply possess a shepherd's crook. It works as a spellcasting focus and can be used in combat if you choose to do so. You gain two level 1 spells from either the cleric or paladin spell list. At level 10, you gain two level 2 spells from either list. At level 16, you gain two level 3 spells from either list.
Conjure Lamb
Using your magic, you can summon a lamb that functions like a familiar.
Familiars cannot attack but serve as versatile allies by using the Help action to grant advantage on attacks, scouting via Flyby or Blindsight, and delivering touch-range spells from up to 100 feet away.
You can summon as many lambs as your spellcasting modifier and they only possess 1 health each. You can only conjure your lambs once per short rest.
Conjure Zodiac
You channel the power of the zodiac and lead them into battle. You can pick two zodiac at level 11, one more at level 14, and one more at level 17. Only one Zodiac can be summoned at a time, but you gain as many summons as you have zodiacs. The spirit can exist for up to 4 hours + 1 more hour per WIS bonus. You do need to hold concentration to keep them active.
Aquarius
You can conjure the Cloudy Owl.
| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 15 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Flyby: Aquarius doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight: Aquarius has advantage on Wisdom (Perception) checks that rely on hearing or sight.
- Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) thunder damage.
Echo. A 5ft emanation blasts from Aquarius. Creatures hit by the emanation must roll a DEX save or take 2d6 thunder damage.
Aries
You can conjure the Flaming Ram.
| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Cliff-climber. As long as Aries is on dry ground, it is not affected by difficult terrain
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) fire damage.
Ram. Aries moves at least 20 feet. Melee Weapon Attack: +5 to hit, reach 50 ft., one target. Hit: 17 (4d6+3) fire damage.
Scorch. A 5ft emanation blasts from Aries. Creatures hit by the emanation must roll a DEX save or take 2d6 fire damage.
Cancer
You can conjure the Crab of Flowing Water.
| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 15 | +2 | +2 |
| CON | 11 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Amphibious: The crab can breathe air and water.
Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) cold damage, and the target is grappled (escape DC 11). Cancer has two claws, each of which can grapple only one target.
Tide. A 5ft emanation blasts from Cancer. Creatures hit by the emanation must roll a STR save or become pron
Capricorn
You can conjure the Stone Goat.
| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 11 | +0 | +0 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Charge: If Capricorn moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed: Capricorn has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) force damage.
Stun. A 5ft emanation blasts from Capricorn. Creatures hit by the emanation must roll a DEX save or become stunned.
Gemini
You can conjure the Cloudy Dolphins.
| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
School Tactics. The Gemini has advantage on an attack roll against a creature if at least one of the it's allies are within 5 feet of the creature and the ally isn't incapacitated.
Birds of a Feather. The two dolphins that create Gemini cannot go further than 15ft of each other.
Multiattack. Each dolphin that forms Gemini can make an attack.
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 4 (1d8) thunder damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. One Target. Hit: 3 (1d6) thunder damage.
Echo. A 5ft emanation blasts from Gemini. Creatures hit by the emanation must roll a DEX save or take 1d6 thunder damage. Both dolphins create the emanation at once.
Leo
You can conjure the Flaming Lion.
| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 15 | +2 | +2 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Pack Tactics: Leo has advantage on an attack roll against a creature if at least one of Leo's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce: If Leo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, Leo can make one bite attack against it as a bonus action.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) fire damage.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) fire damage.
Scorch. A 5ft emanation blasts from Leo. Creatures hit by the emanation must roll a DEX save or take 2d6 fire damage.
Libra
You can conjure the Cloudy Panda.
| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Multiattack: Libra attacks with both a claw and a bite attack every round.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) thunder damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+4) thunder damage
Echo. A 5ft emanation blasts from Libra. Creatures hit by the emanation must roll a DEX save or take 2d6 thunder damage.
Pisces
You can conjure the School of Flowing Water.
| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Amphibious: Pisces can breathe air and water.
Blood Frenzy. Pisces has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Swarm. Pisces can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. Pisces can’t regain hit points or gain temporary hit points.
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) cold damage or 7 (2d6) if Pisces has fewer than half its starting hit points.
Tide. A 5ft emanation blasts from Pisces. Creatures hit by the emanation must roll a STR save or become prone.
Sagittarius
You can conjure the Flaming Horse.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 10 | +0 | +0 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) fire damage.
Scorch. A 5ft emanation blasts from Sagittarius. Creatures hit by the emanation must roll a DEX save or take 2d6 fire damage.
Scorpio
You can conjure the Scorpion of Flowing Water.
| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 12 | +1 | +1 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 4 (1d6+1) cold damage, and the target is grappled (escape DC 10). Scorpio has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8+1) cold damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d8) poison damage on a failed save, or half as much damage on a successful one.
Tide. A 5ft emanation blasts from Scorpio. Creatures hit by the emanation must roll a STR save or become prone.
Taurus
You can conjure the Stone Bull.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Charge. If the bull moves at least 30 feet in a straight line toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) force damage.
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage.
Stun. A 5ft emanation blasts from Taurus. Creatures hit by the emanation must roll a DEX save or become stunned.
Virgo
You can conjure the Stone Fox.
| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 15 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Keen Hearing and Smell. Virgo has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Low-light Vision. Virgo can see twice as far in dim light as a human.
Jumper. Virgo has advantage on Acrobatics checks involving jumping.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) force damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Stun. A 5ft emanation blasts from Virgo. Creatures hit by the emanation must roll a DEX save or become stunned.
Leader of Old
You are the Shepherd, leader of the lambs, leader of the zodiacs, leader of the old... You have +10 to animal handling checks, and thrice per long rest you can cast command without using spell slot as long as the creature isn't a humanoid. The save DC is 18.
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Posted Oct 11, 2026I realized that the subclass name is misspelled RIGHT AFTER posting it!