Base Class: Ranger
This rework is part of a entire ranger class rework.
Wild Companion
Wild companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose or create a creature that fits the parameters below. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
Creating your wild companion
Size: Large or smaller.
Creature type: Your choice.
Alignment: Typically neutral.
Armor class: 8 + proficiency bonus + dexterity modifier.
Hit points: 5 (1d8) + constitution modifier, times your ranger level.
Speed: 30ft walking speed. Choose one additional from the following: 40ft walking speed, 30 climbing/ swimming speed or 20 ft flying/burrow speed.
Distribute the following stats along the companions ability scores: 16 15 14 12 11 6. Your companion gains an ability score increase whenever you do so.
Skills: Choose any one skill. Your wild companion gains proficiency in the skill.
Senses: Choose one from: Darkvision 60ft, tremorsense 40ft, blindsight 20ft
Challenge rating: ½ your ranger level rounded down.
Proficiency Bonus: Your companion's proficiency bonus is equal to yours.
Actions: Your companion can take any action in combat on its own.
Natural weapon: Melee weapon attack, 1d20 + strength modifier + proficiency modifier, reach 5ft, one target, Hit: 1d12 + strength modifier, slashing, piercing or bludgeoning damage.
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 and what it should do (no action required by you). If you don't issue a command, the companion takes the Dodge action.
If you are incapacitated or absent, the companion 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 companion dies, you can obtain a new companion by spending 8 hours magically bonding with a creature that isn’t hostile to you and that meets the requirements.
Dynamic duo
Dynamic duo
From level 7 onward your beast and you are so trained well together that now you can execute maneuvers together as a team. You gain four maneuver points. You regain all spent points on a short or long rest.
You and your beast learn three maneuvers. Choose from the following list.
Maneuver save dc = 8 + proficiency bonus + your wisdom modifier.
Tag team
When you or your companion hit an enemy with an attack you can spend a maneuver point. Your companion and you will have advantage on all subsequent attacks on the creature for this round.
Pounce
When your companion hits an enemy with an attack you can spend a maneuver point. Your companion can then use its bonus action to follow up his strike with a shove.
Bounce
Spend one maneuver point to command your companion to flee out the way. As a reaction it can move up to its speed in any direction without provoking attacks of opportunity.
Tandem guard
When you or your companion are struck by an attack the other one can use their reaction and spend an maneuver point to deflect the strike and reduce the damage. The damage is reduced by 1d12 + your proficiency modifier and you can choose who of you two takes the hit.
Bestial Fury
Beastial fury
Starting from level 11 your beast gains the multi attack feature. When your companion takes the attack action it attacks twice instead of once. In addition to that it can now be up to one size category larger, thus huge or smaller. Its hit dice is increased to 1d12 per level. The companion thus also gains 2 additional hp per level. In addition to that all of its movement speeds are increased by 20 ft each.
Exceptional training
Exceptional training
At level 15 you and your beast are truly bonded. You gain four additional maneuver points. In addition to that your companion learns three more maneuvers. You can now also choose from the exceptional mannover.
Fetch
Spend two maneuver points for your beast to latch onto an enemy. The target has to make a strength (athletics) or dexterity (acrobatics) check to escape the grapple. On subsequent turns your companion can spend its action to keep the creature in place. The target can repeat the saving throw at the end of each of his turns
Stampede
Spend two maneuver points. Your companion uses its bonus action to move up to its movespeed towards a target. The target has to succeed on a strength or dexterity saving throw or take 1d12 damage and be knocked prone.
Disarming strike
Spend two maneuver points. Your companion can use its next bonus action to move up to its moves speed towards a target and then snatch its weapon. The target has to succeed in a strength or dexterity saving throw. If it fails your companion snatches one of its weapons.
Lick your wounds
Spend two maneuver points. You and your companion can use their reaction to take a breath and roll 2d10. You and your companion both are healed an amount equal to the result.
Blinding strike
Spend two maneuver points. Your companion uses its bonus action to move up to its movespeed towards a target and do an attack roll. On a hit the creature takes 1d4 damage slashing damage and is blinded for an amount of turn equal to the damage.
Deafening roar
Spend two maneuver points. Your companion lets out a terrifying sound. All enemies within 60 ft have to make a wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of its turn. Once a creature succeeds on their saving throw they are immune to this ability for 24 hours.
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