Ranger
Base Class: Ranger

A true partnership between man and beast, working together for a shared goal.

Ranger’s Companion

At 3rd level you begin training an animal companion that accompanies you on your adventures and you have trained to fight alongside you. The creature must be CR lower than your Ranger level. The creature uses its ordinary stat block except for the following:

  • Add your proficiency bonus to the creature's AC score, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in, in place of its own.
  • Its hit point maximum at this level is equal to its ordinary hit point maximum OR four times your ranger level, whichever is higher.
  • The creature does not have Multiattack.

The creature obeys your commands as best it can with the skills it possesses. In combat the creature acts during your turn to follow any commands you give it. The creature may move up to its full movement for free as part of fulfilling a command. You may spend your action and the creature 's reaction to verbally command the creature to take the Attack, Dash, Disengage, or Help action. Once your companion has begun following a command, it will continue to pursue that course of action until instructed otherwise.

For example, if you have commanded your companion to attack a target, it will continue attacking that target each turn thereafter without the necessity of you using your action to command it. You will, however, need to command it to target a new enemy if the one it was targeting falls. After you have gained the Extra Attack feature you may split your weapon attacks between yourself and commanding your companion when taking the Attack action.

If you are incapacitated or absent, the creature will ignore previous commands and attempt to find or protect you to the best of its ability.

The creature 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.

As you level, your companion will grow alongside you. In addition to rolling your own hit point increases when leveling, roll increases for your animal companion using the hit dice listed on the creature’s ordinary stat block. Like any creature, it can spend Hit Dice during a short rest to regain hit points. 

 

Focused Training

Beginning at 7th level, you have spent many hours with your animal companion, honing their skills and developing their usefulness in combat, you can now use a bonus action to command the beast to take the Attack, Dash, Disengage, or Help action on its turn.

In addition, through rigorous training you have begun to develop specialised manoeuvres your companion can be commanded to perform. This is represented by a pool of Manoeuvre Points equal to half your ranger level rounded up. These points replenish after a short or long rest. At 7th level you may choose 2 of the following Training Manoeuvres for you and your companion to have learned. If a manoeuvre that can be extended is interrupted, its cost must be paid again to resume the manoeuvre. Your DM has final say on whether a Training Manoeuvre is available to your specific beast. Using one of these manoeurves is a bonus action and uses your companion's reaction for the turn as well as a Manoeuvre Point.

Manoeuvre save DC = 8 + your proficiency bonus + your Wisdom modifier

Call of the Wild

Your animal companion gets dangerously close to an enemy target before releasing a deafening cry or roar. After marking a target by hitting it with a weapon attack, you may spend 1 Manoeuvre Point to use your bonus action and your beast’s reaction. You command your beast to enter melee range and deafen them with a cry. The target must make a CON saving throw or take 1d6 thunder damage and be deafened for that many rounds.

Fetch

You've taught your companion the oldest trick there is. You may spend 1 Manoeuvre Point. You command your beast to carry an item, weighing no more than is reasonable, from one place to another. It may retrieve the item during movement, but the total distance traveled must not exceed the beast’s movement speed. You may spend your beast’s reaction to continue this manoeuvre on subsequent turns.

Instinctive Coordination

You and your beast gang up on an enemy to throw them off balance and leave them in the dirt. You may spend 1 Manoeuvre Point to coordinate an attack against a target creature. When you hit a creature of size Large or smaller with an attack, your beast enters melee range and strikes them simultaneously. The creature must succeed on a STR saving throw or be knocked prone.

Intimidating Display

Your animal companion taps into their bestial ferocity to intimidate a foe. You may spend 1 Manoeuvre Point to command your companion to move within 10ft of an enemy creature and frighten them. The target must make a WIS saving throw or become frightened of your animal companion until the end of your next turn. If a target succeeds on their save, they cannot be frightened by your animal companion for 24 hours.

Play Dead

You've trained your beast to take a fall. When your animal companion takes damage, you can spend 1 Manoeuvre Point as a reaction to have your companion feign death, reducing the damage taken by half. So long as your beast doesn’t move before the end of your next turn, the first attack it makes is made with advantage. You can use your bonus action to extend the duration of your beast's fake demise.

Tag Team

Your animal companion and yourself have learned to work as a duo, attacking in tandem to give each other openings. While your beast companion is within melee range of a creature, you may spend 1 Manoeuvre Point to use your bonus action and your beast’s reaction. You command your beast to draw the target’s full attention for a time, conveying advantage on your next attack against that creature this round.

Dedicated Training

By 11th level your training with your animal companion has advanced, enabling new Training Manoeuvre options. You may choose 2 more Training Manoeuvres to have prepared with your animal companion, choosing from among the Focused Training Manoeuvres list and the Dedicated Training Manoeuvres list. Your DM has final say on whether a Training Manoeuvre is available to your specific beast. In addition your companion now  can make two attacks, or it can take the Multiattack action if it has that action

Death Grip

Your animal companion latches onto an enemy creature within melee range and does everything within its power to hold them in place. You may spend 2 Manoeuvre Points to use your bonus action and your beast’s reaction to have your beast attempt to grapple a creature of size Large or smaller. Your beast makes a STR check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If your beast’s check succeeds, the target is considered grappled and takes 1d6 bludgeoning damage. You may spend your beast’s action to continue this manoeuvre on subsequent turns if the target hasn't broken free. The target takes an additional 1d6 bludgeoning damage every turn they remain grappled.

Disarming Strike

Your animal companion snatches at an enemy’s item attempting to knock or pull it from their grip. After hitting a creature with an attack, you may spend 1 Manoeuvre Point to use your bonus action and your beast’s reaction. You command your companion to target an item that enemy is holding. The target creature must make a STR saving throw. On a failed save the creature is disarmed of the object and you may spend an additional Manoeuvre Point to have your beast bring you the item.

Predatory Ambush

Your companion moves unnoticed around the battlefield waiting for your signal to attack. After you hit a creature with a weapon attack, if your animal is hidden, you may spend 1 Manoeuvre Point to use your bonus action and your beast’s reaction. You command your beast to make an opportunistic strike against the same target. Your beast has advantage on its attack roll and, on a hit, adds 3d6 sneak attack damage to its damage roll.

Territorial Defense

Your animal companion weaves through the battlefield around you, staying close and lashing out at any unfriendly creature that approaches. You may spend 2 Manoeuvre Points to use your bonus action and your beast’s reaction, commanding your companion keep guard in a 20ft radius zone around you. Until the beginning of your next turn your animal companion will protect that zone, allowing it to make unlimited attacks of opportunity against enemies passing through the area. You may spend your bonus action and your beast’s action to continue this manoeuvre on subsequent turns.

Trample

Your animal companion rushes to defend you against attackers. After taking damage from an enemy creature you may spend 2 Manoeuvre Points to use yours and your beast’s reactions, signaling your companion to charge at your attacker. So long as the target is within movement range of your beast, a size equal to or smaller than that of your beast, and your beast runs at least 20ft straight towards them, the target is pushed 5ft. The target must make a DEX saving throw or be knocked prone. If the target is successfully knocked prone, your companion may also make a single standard attack against the creature with its natural weapon.

Exceptional Training

At 15th level your bond with your companion is so strong that you are able to perform team manoeuvres with your beast that no other creature would allow. You may choose 2 more Training Manoeuvres from among any of the manoeuvre lists, including the Exceptional Training Manoeuvres list below. Your DM has final say on whether a Training Manoeuvre is available to your specific companion.

 

In addition, if your companion is suitable, you may use it as the same as a mount. Using 5ft of movement, you mount your companion and the beast will carry you. During this time, you gain the benefit of your beast’s movement speed, advantage on melee attacks against any creature smaller than your mount, and your ranged attacks ignore half cover. You may dismount as a bonus action.

Go for the Eyes

Your animal companion makes a targeted attack on an enemy’s eyes, sacrificing damage for lasting impact. After marking a target by hitting a creature with a weapon attack, you may spend 3 Manoeuvre Points to use your bonus action and your beast’s reaction. You command your beast companion to attempt to blind the target. The creature makes a CON saving throw and on a failure is blinded for 1 Round. If the target has fewer than 100 hit points when it fails the save it is blinded permanently.

Lick Wounds

You and your companion know when to pull back from the fray to catch your breath and regroup. After using your action to have your beast disengage, you may spend 3 Manoeuvre Points to use your bonus action and your beast’s reaction. Your beast may move up to its movement speed, then both you and your beast companion may spend up to two hit dice each, both of you regaining hit points equal to the combined total.

Stampede

Your companion hurtles through the battlefield, unable to be stopped. When using your action to have your animal companion Dash, you may spend 3 Manoeuvre Points to use your bonus action and animal’s reaction. You command your companion to form a one beast stampede. For the Dash portion of its movement, any creatures in your beast’s path must make a DEX saving throw or be knocked prone. Your companion does not trigger attacks of opportunity while stampeding in this way.

Tandem Guard

You and your beast companion assume a tight formation, watching each other’s backs and increasing each other's defences. If you are within your beast’s movement range, you may spend 3 Manoeuvre Points to use your bonus action and your beast’s reaction, moving your beast to within 5ft of you. Until the beginning of your next turn all attacks against you or your animal companion are made at disadvantage. You may spend your bonus action and your beast’s action to continue this manoeuvre on subsequent turns.