Ranger
Base Class: Ranger

You are the alpha and you prove this to others by going out of your way to tame and dominate deadly beast and monsters. The bond you form with them will strengthen the more time you put into training your beast.

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1 or lower this is raised to 2 at 6th lvl and 1/3 of your ranger level after that. Add your proficiency bonus to the beast’s AC(if equal to 15 or lower), attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. 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.

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.

If the beast dies, you can obtain a new companion by spending 8 hours bonding with a beast/monster that you have captured/dominated and that meets the requirements.

Superior Training

 

 

Disarm

 

Disarm. When your animal companion hits a creature with a weapon attack, it can use a bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw against your spell DC. On a failed save, it drops the object you choose. The object lands at its feet.

 

Distracting Attack

 

Distracting Attack. When your animal companion hits a creature with an attack, it can use it's bonus action to distract the target, giving your allies an opening. The next attack roll against the target by an attacker other than your companion has advantage if the attack is made before the start of your next turn.

 

Fierce Cry

 

Fierce Cry. Your animal companion lets out a fierce cry that shakes nearby creatures will to fight. All creatures within 15 feet and that can hear the beast, must make a Wisdom saving throw. The DC is your spell DC. Creatures that fail the save are frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Flyby

 

Flyby. The animal companion doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

 

Pounce

 

Pounce. If the beast moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed a Strength saving throw against your spell DC or be knocked prone. If the target is prone, the beast can make one bite attack against it as a bonus action.

 

Restrain

 

Restrain. As an action, your animal companion latches onto a target within its' reach. The target then has disadvantage on the next Dexterity or Strength saving throw it has to make. This maneuver can not be performed again until you complete a short rest.

 

Sweeping Attack

 

Sweeping Attack. When your animal companion hits a creature with a melee attack, it can use a bonus action to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your companion's reach. If the original attack roll would hit the second creature, it takes damage equal to have of the damage dealt on the original attack. The damage is of the same type dealt by the original attack.

 

Bestial Fury

Starting at 11th level, 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.

Share Spells

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.

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