Base Class: Ranger
A Beast Master Ranger through a [random act or crucible] has forged a bond with a Beast of the Wild, and through this bond they are better able to fight and understand their enemies.
Ranger's Bonded Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Your companion must follow the following guidelines;
- Must be a Beast.
- Can be no larger than Medium in Size.
- Has a CR of 1/4 or lower.
Once you and your companion have completed the bond they receive several benefits;
- Add your proficiency bonus to: the beast’s AC, attack rolls, damage rolls, and saving throws & skills it is proficient in.
- Its HP maximum equals the Hit Point number in it's stat block or five times your Ranger Level, whichever is higher.
- Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The companion obeys your commands as best as it can, and takes its turn on your initiative. Though it doesn’t take an action unless you command it to. On your turn, you can verbally command your companion where to move (no action required by you). You can use your Bonus Action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Your companion never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only your companion, you can move stealthily at a normal pace.
If your companion dies, you can obtain a new companion by spending 8 hours magically bonding with another beast that isn’t hostile to you and that meets the above requirements. However, you may cast the spell Revivify (Ranger Companion) during a short or long rest to restore your companion to life.
- Revivify (Ranger Companion) - Same as the spell Revivify, however it is only effective on a Ranger's Companion and requires 100 gp of materials (which the spell consumes) to cast the spell.
Coordinated Attacks
At 3rd Level, when you choose this archetype at 3rd level, you and your companion learn trick maneuvers fueled by special dice called "maneuver" dice.
Trick Maneuvers. You learn two trick maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one trick maneuver per turn unless over wise stated.
You learn an additional trick maneuver of your choice at 7th, 10th, and 15th level. Each time you and your companion learn a new trick maneuver, you can also replace another trick maneuver you know with a different one.
Maneuver Dice. You have four maneuver dice, which are d8s. A maneuver die is expended when you use it. You regain all of your expended maneuver dice when you finish a short or long rest.
Saving Throws. Some of your trick maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
- Maneuver Save DC = 8 + your Proficiency Bonus + your Companion's Strength or Dexterity modifier (your choice)
Trick Manuevers
List of trick maneuvers in alphabetical order;
Disarming Attack - When your companion hits with an attack, you can expend one maneuver die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the maneuver die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike - When your companion hits with an attack, you can expend one maneuver die to distract the creature, giving your allies an opening. You add the maneuver die to the attack’s damage roll. The next attack roll against the target by an attacker other than you or your companion has advantage if the attack is made before the start of your next turn.
Evasive Maneuver - When your companion moves, you can expend one maneuver die, rolling the die and adding the number rolled to your companions AC until they stop moving.
Flanking Maneuver - When your companion hits with an attack, you can expend one maneuver die to maneuver your companion into a more advantageous position. You add the maneuver die to the attack’s damage roll, and you can use your reaction to move up to half your speed without provoking opportunity attacks from the target of your companion's attack.
Goading Taunt - When your companion hits with an attack, you can expend one maneuver die to attempt to goad the target into attacking your companion. You add the maneuver die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your companion until the end of your next turn.
Pounce - When your companion hits with an attack, you can expend one maneuver die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, your companion knocks the target prone.
Rally - On your companions turn, it may expend one maneuver die to bolster the resolve of either you or your companion. When it does so, choose to target your self or your companion to gain temporary hit points equal to the maneuver die roll + your Companion's Charisma modifier.
Savage Attack - When your companion hits with an attack, you can expend one maneuver die to attempt to frighten the target. You add the maneuver die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of your companion until the end of your next turn.
Shove Attack - When your companion hits with an attack, you can expend one maneuver die to attempt to drive the target back. You add the maneuver die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, your companion pushes the target up to 10 feet away from it.
Bestial Wrath
At 7th level, when you command your companion to take the Attack action, your companion can make two attacks or it can take the Multiattack action if it has that action.
In addition, for the purpose of overcoming resistances, your companion's attacks are considered magical.
Improved Maneuvers
At 11th level, your gain an additional maneuver die and your maneuver dice turn into d10s.
Shared Magical Bond
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your companion with the spell if they are within 30 feet of you.
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Posted Feb 17, 2019The selection areas for the maneuvers do not show options to select the maneuvers.