Ranger
Base Class: Ranger

An elf sits atop a majestic elk, lasso in hand, dragging an orc through through row after row of magical spikes.  A human sends his hawkish companion to scout ahead, seeing through its eyes that a Gnoll War Band is just over the next hill.  A half-orc is engaged in combat with a viscous ogre, when suddenly a wolf leaps from behind to rip out the ogre's throat.  A halfling is fleeing from a charging manticore, when, as the monstrosity tries to attack the small ranger, a black bear appears in a cloud of mist and swipes its massive claws at the monster, sending it reeling with the might of the attack.

The threats posed by the forces existing beyond the civilized cities and towns are many, and the rangers that patrol the borders often have a lonely existence.  However, some use their magical connection with nature to forge a powerful bond with a creature of the wild.  Some bond with a swift mount, patrolling the forests on horseback, charging into combat, and tying up aggressive monsters with their lassos.  Some bond with a swift bird of prey, using their companion's keen senses to scout for danger and having their own vision enhanced to superhuman levels.  Some bond with a stealthy hunter, moving through the trees and stalking through the shadows to take advantage of an enemy's lack of focus to deal devastating damage.  Others bond with a mighty protector, which stands between their ranger and any who would intend them harm.

Beastmasters use their powerful nature magics to find beasts to bond with and to enhance the abilities of their animal companions.  They can telepathically communicate with their companions, instructing them on how to best aid them in combat and exploration.  As the bond deepens, the ranger and the companion can even protect each other from effects that would cause death.  A beast can harass an enemy, giving the ranger and his allies openings on hard to hit enemies.  Powerful beastmasters can even grant their companions a degree of sapience, enhancing their mental abilities to almost human-like levels.  They can share spells with their companions, allowing them to move with the speed of the wind or track targets the Ranger has marked.  They can even bring their deceased companions back to life, even if their original body was completely destroyed.  

Most beastmasters spend large amounts of time wandering the wilds, so they have little use for the laws and regulations of the cities.  Their connections with Nature mean many also tend towards neutrality.  Many Elven beastmasters are Chaotic Good, while most other races are either Neutral or Chaotic Neutral.  Very few beastmasters are evil.  Most animals have a sixth sense for such things, and they will refuse to serve a bloodthirsty master.  Evil beastmasters often have to use their magical abilities to dominate their companions, turning them into little more than slaves.  Other rangers and druids see this as an affront to the natural order of things and will actively seek out and try to kill evil beastmasters.

Ranger’s Companion

At third level, you bond with an animal companion that accompanies you on your adventures and is trained to fight alongside you.  You choose a category for your companion and gain different benefits depending on your choice.  You may change your choice if your companion dies or if you spend 8 hours magically bonding with a beast that isn't hostile to you and meets the requirements described below.

If your companion is reduced to 0 hit points, it begins making death saving throws like a player.  If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements, or you can undertake an 8 hour ritual to restore your old companion to life.  You must spend 100 gold per Ranger level for the rare herbs you need, and you must be able to focus on the ritual for the entire 8-hour duration, meaning this ritual cannot coincide with a long rest.  This ritual cannot be undertaken if the body of your companion is destroyed, such as happens when targeted by the Disintegrate spell.  In this case, your companion can only be restored to life through the spells Wish or True Resurrection.

Your deep connection with the beasts of the wild gives you expertise in Animal Handling.

The Mount

Upon choosing The Mount, your animal companion can be a large or medium creature of CR 1/2 or lower that can be used as a mount.  Only small Rangers can choose a medium mount. This can be an Elk, a Giant Goat, a Giant Sea Horse, a Pony, or a Warhorse.  Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any skills it is proficient in. The beast also gains proficiency in strength and dexterity saving throws and can add your proficiency bonus to these saving throws. Its hit points are based on a number of d10's multiplied by your total number of Ranger levels, plus their constitution modifier (minimum of 0).  For example, once your ranger reaches level five, a war horse that normally only has 19(3d10+3) hit points would have an average of 40(5d10+5).

You can use your bonus action to command it to Dash, Disengage or Hide or use your action to command it to Attack.  If you don't issue a command, the beast takes the Dodge action.  Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.  While mounted on your companion, you become a much more dangerous foe.  You gain advantage on ranged or finesse attack rolls against any unmounted creature smaller than your mount.  If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.  This effect also applies to you while mounted, even if you fail your Dexterity saving throw.  You can use your bonus action to command your mount to take the charge action.  If your mount moves at least 20 feet straight towards the target before attacking, it can deal an extra 1d6 plus its strength modifier bludgeoning damage (except for the elk, which deals piercing damage) and force the creature to make a strength saving throw equal to 10 plus your companion's strength modifier or be knocked prone.  You can also clad your mount in barding, allowing it to use the armor to calculate its AC.  Armor for your mount must be purchased from a merchant or crafted by a character with proficiency with [item[Smith's Tools[/item] using the rules for crafting in the Basic Rules.  Animal barding costs four times as much as humanoid armor of the same type.  Lastly, when either you or your mount take the Disengage action, both of you are protected from opportunity attacks.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

The Raptor

Upon choosing The Raptor, your animal companion can be a flying creature of small or tiny size of CR 1/8 or lower.  This can be a Blood Hawk, an Eagle, an Owl, a Raven, or a Stirge.  Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any skills it is proficient in.  The beast also gains proficiency in dexterity and wisdom saving throws and can add your proficiency bonus to these saving throws.  Its hit points are based on a number of d6's multiplied by your total number of Ranger levels, plus their constitution modifier (minimum of 0).  For example, once your ranger reaches level five, a raven that normally only has 1(1d4-1) hit point would have an average of 17(5d6). 

You can use your bonus action to command it to Dash, Disengage or Hide, or use your action to command it to Attack.  If you don't issue a command, the beast takes the Dodge action.  Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.  All Raptor-class companions have the flyby ability, meaning they do not provoke opportunity attacks while flying.  You also gain access to a modified form of the Beast Sense spell.  While your companion is within one mile of you,  you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.  You gain access to any special senses your companion might have while using this effect.  While you do so, you are considered blinded and deafened with regards to your own senses.  Lastly, this connection improves your eyesight dramatically, granting you roughly 300% greater visual acuity than most other humanoids.  You gain the Keen Sight ability.  You gain Darkvision out to a range of 60 feet.  If you already have Darkvision, this ability increases its range by 30 feet.  You also have advantage on perception checks that rely on sight.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

The Stalker

Upon choosing The Stalker, you can bond with a stealthy animal companion of small or medium size of CR 1/4 or lower.  This can be a Giant Poisonous Snake, a Giant Rat, a Giant Weasel, an Octopus, a Panther, or a Wolf.  Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any skills it is proficient in.  The beast also gains proficiency in dexterity and intelligence saving throws and can add your proficiency bonus to these saving throws.  Both you and your companion gain expertise in stealth, allowing you both to double your proficiency modifier for all stealth checks.  Its hit points are based on a number of d8's multiplied by your total number of Ranger levels, plus their constitution modifier (minimum of 0).  For example, once your ranger reaches level five, a wolf that normally only has 11(2d8+2) hit points would have an average of 28(5d8+5).

You can use your bonus action to command it to Dash, Disengage or Hide, or use your action to command it to Attack.  If you don't issue a command, the beast takes the Dodge action.  Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.  Your companion can now use its bonus action to Hide, grating it advantage on attack rolls on a successful stealth check.  Once per turn when your animal companion has advantage on attack rolls, it can now do extra damage, similar to a Rogue's Sneak Attack.  This extra damage is equal to a number of d4's multiplied by 1/2 your ranger level rounded up, and the damage type is the same as the original attack.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a fast pace.

The Tank

Upon choosing The Tank, your animal companion can be a large or medium creature of CR 1/2 that is powerfully built and hearty.  This can be an Axe Beak, a Black Bear, a Crocodile, a Giant Lizard, or a Reef Shark.  Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any skills it is proficient in.  The beast also gains proficiency in constitution and charisma saving throws and can add your proficiency bonus to these saving throws.  The nature magic that fuels your bond increases the animal's natural toughness, increasing its AC to 13 plus its dexterity modifier.  Its hit points are based on a number of d12's multiplied by your total number of Ranger levels, plus their constitution modifier (minimum of 0).  For example, once your ranger reaches level five, a black bear that normally only has 19(3d8+6) hit points would have an average of 50(5d12+10).

You can use your bonus action to command it to Dash, Disengage or Hide, or use your action to command it to Attack.  If you don't issue a command, the beast takes the Dodge action or, when you are within thirty feet of your companion, your companion can use their action to adopt a threatening pose for one minute, drawing attention away from you.  While you remain within thirty feet of your companion for the duration, all melee and ranged attack rolls have disadvantage against you.  While you are within five feet of your companion, they can use their reaction to make one melee attack with advantage against any enemy that targets you.  Upon a hit, the attack deals an extra 1d8 damage plus your companion's strength modifier. The damage type is the same as the original attack's damage type.  Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.  When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage and both you and your companion are within the area of the effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail, as your companion blocks the brunt of the damage.  In this case, your companion takes full damage from the spell, even if it succeeds on its dexterity saving throw.  Lastly, your connection has increased your toughness as well, giving you an extra 1d4 hit points every time you gain a Ranger level.

Beastmaster Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beastmaster Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Beastmaster Spells

Ranger Level Spell
3rd Speak with Animals (Does not consume Spell Slot)
5th Locate Animals or Plants
9th Conjure Animals
13th Dominate Beast
17th Greater Restoration

Hinder

Beginning at 7th level, when your companion uses is action to Help, they can thoroughly distract the target, causing them to focus only on the companion and ignoring the rest of the battlefield.  The target must make a Wisdom saving throw against your spell save DC.  On a successful save, the target can use its reaction to make an opportunity attack against your companion.  On a failed save, the target is restrained until the beginning of your companion's next turn or until your companion takes any damage.  Additionally, your beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Unbreakable Bond

Starting at 11th level, the bond with your animal companion deepens, giving you additional bonuses depending on your choice of companion.  Additionally, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.  You and your companion become immune to the effects and damage of spells you cast that reduce movement speeds, like Spike Growth or Wind Wall. Lastly, when you or your companion suffer an attack that would reduce you or it to 0 hit points but not kill outright (such as the Disintegrate spell or an ability score being reduced to 0), and are within sight of each other, the one not suffering the damage can use their reaction to cause the other to fall to 1 hit point instead.  This ability is shared between you and your companion and can only be used once per long rest.

The Mount

You gain the speed of a charging warhorse, and your walking speed is increased by twenty feet.  You gain the ability to charge your enemies and send them flying.  You can make a Shove as a bonus action if you move at least 20 feet straight towards the target before attempting it.  You become a master of mounted combat.  You must only spend 5 feet of movement speed to mount or dismount your companion, and you have advantage on saving throws to avoid falling off your mount.  While mounted, you can, as an action, use any rope of at least 20 feet in length to create a lasso and attempt to loop it around a large or smaller enemy within 10 feet.  Make a ranged attack roll, and, on a hit, the creature is restrained.  If your mount moves after a successful lasso attack, the creature must use its reaction to make a DC 17 strength check.  Upon success, the creature breaks the rope, reducing its length by 50% and is no longer restrained.  Upon failure, the creature falls prone and is dragged 5 feet behind your mount.  Upon its turn, the creature can attempt the saving throw again, or it can use its action to attack the rope with disadvantage.  The rope has an AC of 11 and 2 hit points.  If the creature succeeds on their saving throw or attacks and destroys the rope, the length is reduced by 50% and the creature is no longer restrained but is still prone.

The Raptor

Your eyes have become so sharp that you can sense magical effects.  When you or your companion are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you now both make your saving throw with advantage, take no damage on a successful saving throw, and only half damage on a failed one.  This effect does not work if you are blinded.  You gain access to the Detect Magic and can cast it at will as long as you can see.  Lastly, you gain access to See Invisibility.  You can cast this spell as a reaction if you or any ally within thirty feet of you take damage from an unknown source, such as a creature under the effect of Greater Invisibility or an [monster[Invisible Stalker[/monster].  While on the Material Plane and under the effect of See Invisibility or Truesight, you can attack creatures on the Border Ethereal with a magical weapon.  A Ghost that shifts into the Ethereal Plane or a spellcaster using Blink or Etherealness is not safe from your all-seeing gaze.

The Stalker

Your stealth skills become legendary. You can cast Pass without Trace once per short rest, but you may only cast it on yourself and your companion.  You also can move easily into advantageous positions.  You gain a climbing speed of 30 feet and can cast Jump at will.  Your companion no longer needs advantage on an attack to make a sneak attack if you are within five feet of the target, you are not incapacitated, and the companion does not have disadvantage on the attack.    Lastly, your reflexes have become enhanced to almost superhuman levels.  You can use your reaction when you fall to reduce falling damage.  You take no damage from falls of thirty feet or less.  For falls of greater than thirty feet, the damage is reduced by five times your ranger level.  If you reduce the damage to 0, you do not land prone.  Your landing creates an explosion of shrapnel, as loose earth and rocks or splinters of wood fly out in all directions.  All creatures within ten feet must make a DC 14 Dexterity saving throw or take 3d6 bludgeoning or piercing damage (DM's decision), or half as much on a successful save.

The Tank

Your companion's drive to protect you has become all-consuming.  While you are within one hundred feet of your target and are attacked, your companion uses its reaction to create an effect similar to the Misty Step spell.  It teleports to an unoccupied space within five feet of your attacker and immediately makes a melee attack against them, gaining the bonus damage as normal.  It can only use this ability once per short rest.  Additionally, the extra damage from the companion's reaction attack when you are targeted increases to 2d12. You have learned to protect your companion from some of the damage coming its way.  You gain access to the Shield and Healing Word spells, but you can only target your companion with these spells.  These spells do not count against the total number of spells you know.  Lastly, any healing spell you cast on your companion automatically heals for the maximum amount.

Blessings of Nature

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. Your companion can now benefit from the extra damage and advantage on skills checks from Hunter's Mark.  You can now bond with a legendary beast, which gives further benefits. Your magical connection to your companion has enhanced your beast's mental abilities.  Your companion's Intelligence, Wisdom, and Charisma abilities are increased to a minimum of 8.  It learns to understand and read the languages you know, but it cannot speak or write them.  While under the effects of the spell Speak with Animals, you can telepathically communicate with your companion as long as it is within one mile of you.

You can cast a modified form of True Resurrection once without a material component in a single 30 day period, but only to restore a dead companion to life.  If your companion's original body was destroyed and/or it has been dead for more than ten days, then coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.  Casting this spell taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

The Mount

Your connection to the natural world has become so strong that you can now bond with a majestic Giant Elk.  These gigantic beings are over nine feet tall at the shoulder and have a gigantic set of antlers more than six feet across.  The Giant Elk's Charge Attack does 2d12 piercing damage, and the creature must succeed on a DC 19 Strength saving throw or be knocked prone.  These majestic beings possess a strong connection to the Feywild, and so you learn to speak, read, and write Sylvan when bonding with this creature. Lastly, the magic of the Seelie Court protects your mind, giving you proficiency with Wisdom saving throws.

The Raptor

Your connection to the natural world has become so strong that you can now bond with a regal Giant Eagle.  These intelligent beasts are roughly ten feet from beak to tail, and have wingspans of over sixty feet.  You learn to speak, read, and write Auran, which also gives you advantage to read texts in Ignan, Draconic, and any other language written in the Iokharic script.  You can also make yourself understood to creatures that speak the other Primordial dialects of Ignan, Aquan, or Terran, but you cannot read or write these languages. You can even join your animal companion in the skies, for a brief time at least.  You can cast the Fly only on yourself using a feather from your Giant Eagle companion.  You can cast this spell a number of times equal to your Wisdom modifier (minimum of once) and regain all uses upon a long rest.  Lastly, you can cast True Seeing on yourself once per long rest, but it only has a duration of ten minutes instead of an hour.

The Stalker

Your connection to the natural world has become so strong that you can now bond with a ferocious Saber-Toothed Tiger.  These stealthy predators stand about five feet at the shoulder, and they are about eight feet long from snout to tail.  You and your companion gain the ability to step from one shadow into another. When in dim light or darkness, as a bonus action you both can teleport up to 60 feet to an unoccupied space within sight that is also in dim light or darkness. You then have advantage on the first melee or ranged attack you make before the end of the turn.  The Saber-Toothed Tiger's sneak attack now does an extra 2d4 poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned.  You also gain access to the Invisibility spell.  You may only target yourself, but your companion benefits from the effect as well if it is within 30 feet of you.  It does not count against the number of spells you know.  Lastly, you gain a chance to cast Invisibility on yourself without using a spell slot when you are attacked.  When you are targeted, you can use your reaction to roll a d10.  On a 10, you cast Invisibility on yourself without using a spell slot.

The Tank

Your connection to the natural world has become so strong that you can now bond with a resilient Giant Boar.  The Giant Boar has been enhanced by your bond.  It has increased to massive size and is now considered a huge creature.  It stands seven feet at the shoulder, twelve feet from tail to snout, and weighs over 3000 pounds.  Its AC increases to 16, and its Strength and Constitution increase to 20.  At level 15 when you first gain access to the Giant Boar, it will have average hit points of 195(15d12+75).  It's Relentless ability also triggers as long as it doesn't take damage equal to twice its current hit points.  When you are within five feet of your companion and are not incapacitated,  you automatically succeed and take no damage when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage.  Your companion will still take the full damage of the effect, even if they succeed on their dexterity saving throw.  Lastly, your companion's threatening presence prevents enemies from hitting you with much force.  While within thirty feet of your companion while it is using its threatening presence, you have resistance to nonmagical damage from bludgeoning, piercing, and slashing attacks.

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