Base Class: Ranger
You make a powerful pact with a beast of nature, binding and imprinting each to the other.
Pact of the Wild Convenant
At 3rd level, You can form a binding covenant with a beast of the wild, exchanging your companionship for theirs. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you can call forth an animal from the wilderness to serve as your faithful companion. Choose a beast that has a challenge rating of 1/2 or lower. This beast companion makes a pact with you and is bonded to you magically, represented by arcane markings on both of your bodies called, a pact sigil. This beast companion accompanies you on your adventures and is trained to fight alongside you. You cannot make this pact with a second animal, as you can have only one beast companion under this pact at a time.
As an Action, you can temporarily dismiss your beast companion. It disappears into a pocket dimension where it awaits your summons. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 10 ft. of you.
If your beast companion dies by any means, the pact you made with it breaks and you cannot make a pact with it again, if revived.
Covenant of the Wild Spells
At 3rd level, You learn additional spells when you reach certain levels in this class, as shown in the Wild Covenant Spells table. The spell counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know.
Wild Covenant Spells
| RANGER LEVEL | SPELLS |
|---|---|
|
3rd |
Hunter's Mark, Mage Armor |
|
5th |
Enlarge/Reduce |
|
9th |
Revivify |
|
13th |
Polymorph |
|
17th |
Awaken |
Some of these spells also have additional effects only when cast on your beast companion:
Mage Armor, Enlarge/Reduce, or Polymorph. When you cast any of these spells on your beast companion, it gains an amount of temporary Hit Point equal to your Ranger Level.
Enlarge/Reduce. If you Enlarge your beast companion with this spell while within 5 ft. of it, you can mount it as part of the casting of the spell. If the initial size of the beast companion Enlarged in this way is Small or smaller, it becomes Large for the purpose of this mounting action.
Harmonic Growth
At 3rd Level, Your beast companion, through the power of its pact sigil, begins to resonate with you and grow as you do. Your beast companion gains proficiency in two skills of your choice and becomes proficient with all saving throws. It uses your Proficiency Bonus as its own, even for its attack rolls. Additionally, you add your Proficiency Bonus to your beast companion’s AC. For each level you gain after your 3rd Level, your beast companion gains an additional Hit Die and increases its Hit Points accordingly. Like any creature, it can spend Hit Dice during a short rest to regain hit points. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. It can either increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Additionally, your beast companion gains the following benefits when you reach certain levels within this class:
Outrider's Strike. Your beast companion gains this benefit when you reach 3rd Ranger Level. Your beast companion always takes its turn immediately before your initiative in combat. It can no longer use its Multiattack ability if it has one, and can only make one melee attack when taking the Attack Action on its turn. This attack uses your Wisdom modifier as the Ability Score for the attack and damage rolls. Additionally, your Hunter's Mark spell treats your beast companion's attacks as though they are weapon attacks made by you.
Scout's Support. Your beast companion gains this benefit when you reach 7th Ranger Level. As a Bonus Action on its turns, your beast companion can Dash, Disengage, Help, or cast Hunter's Mark (using your spell slots, and you still maintain concentration). Additionally, your beast companion's attacks are now magical for the purpose of overcoming resistance and immunity to non-magical attack and damage.
Hunter's Echo. Your beast companion gains this benefit when you reach 11th Ranger Level. If a creature within 5 ft. of your beast companion is targeted by an attack made either by you or an ally, it can use a Reaction to make an Opportunity Attack against the target. Additionally, a creature hit by your beast companion's Opportunity Attack makes the first attack roll on its next turn with disadvantage.
Master's Vanguard. Your beast companion gains this benefit when you reach 15th Ranger Level. When your beast companion hits a creature with an attack, that creature is marked by it until the end of your following turn. Whenever you hit a creature with a weapon attack while it is marked in this way, your attack deals an additional 2d6 damage.
Guided Defense
At 7th Level, Your beast companion is trained to heed your commands, as it trusts you to guide it out of danger. If you see or hear your beast companion as it takes damage from an attack, and it can see or hear you in return, you can use a Reaction to relay a verbal command to your beast companion. Through the command, the damage of the attack is halved and your beast companion moves up to half its movement speed without provoking Opportunity Attacks.
Additionally, if your beast companion can see or hear you, it has advantage on all saving throws.
Bonds of Battle
At 11th Level, The camaraderie that comes with fighting side by side with your beast companion has cemented the connection between both of your pact sigils. As a Bonus Action, you can touch your beast companion and cast the Beast Bond spell without expending a spell slot or having to maintain concentration on it. However, you cannot cast the Beast Bond spell again for the duration. While affected by Beast Bond cast in this way, both you and your beast companion gain the following additional benefits:
- You both gain a +1 bonus to your AC and saving throws.
- You both gain a +10 ft. bonus to your movement speeds.
- You both become immune to the charmed and frightened conditions.
You can use this feature up to an amount of times per long rest equal to your Wisdom modifier.
Unbreakable Fellowship
At 15th Level, The intimate bond you share with your beast companion becomes indestructible, giving you new-found strength and the power to thwart even death itself. While you are within 15 ft. of your beast companion, both of you are resistant to all damage types, and whenever one of you is healed, the other is healed for half the amount. Also, while in this range, you can make one weapon attack on your turns with advantage. If you die by any means other than old age, your beast companion, if alive, can uses a Reaction to move up to an amount of feet equal to twice its movement speed without provoking Opportunity Attacks. If it ends this movement within 15 ft. of you, your beast companion transfers its life force to you through its pact sigil as part of this reaction. Your beast companion dies as a result, but you return to life with an amount of Hit Points equal to your beast companion's Hit Point amount when it used this reaction.
If your beast companion dies by any means other than old age, you enter a mournful rage for 1 hour or until it is revived. Your beast companion's body, if you so choose, is then transported to its pocket dimension, where it falls into a state of suspended animation. For the duration, time ceases to flow for it, and it doesn’t grow older. If your beast companion is revived while you are raging in this way, the pact you made with it, if you so choose, remains unbroken. During this rage, your beast companion's primal might surges through you, granting you the following benefits:
- You gain resistance against all damage types.
- You gain the additional benefits granted to you through your "Bonds of Battle" feature.
- You can attack three times, instead of twice, whenever you take the Attack Action on your turn. Each attack to hit deals an additional 2d6 damage, and one of the attacks is made with advantage.
- As an Action, you can cast the Revivify spell without the need for material components or expending a spell slot. But you can only target your beast companion when casting Revivify in this way.
Previous Versions
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