Ranger
Base Class: Ranger

As an Animal Companion Ranger your animal is bonded to you. When you bond with your animal that bond is until death. Your companion will act on its own turns following your commands using your free action on your turn. In the even that you are unable to command it, your companion will act in a way that best protects you. You companion will grow with you as you grow and learn from it.

Bond Awakens

At 3rd level, you gain an animal 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 1/4 or lower. You and your DM can confer that maybe this is a younger version of a higher CR monster that will raise in CR as it grows. This beast will grow with you as you do. It's level will match yours. You companion will play like an additional sub character for you. It's proficiencies will match it's proficiencies from it's monster stat. You will determine it's HP by using it's base HP die and rolling per level plus CON modifier. Your companion will roll HP each level just like you do. Like any creature, it can spend Hit Dice during a short rest to regain hit points. You companion will be unable to use any special abilities such as multiattack or blink until they reach level 7.

The beast obeys your commands as best as it can. It takes its turn on it's own initiative. On your turn, you can verbally command the beast where to move (free action required by you). You can use your free action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes an action best suited to protect you

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, just like any other ally you will have to either bury your companion and move on, finding another lower leveled companion, or by finding a way to revive your fallen friend.

Hard Work Pays Off

Beginning at 7th level, your animal companion will now have access to their special abilities or skills. If it has multiattack it can now make use of it. If it has a skill such as, a blink dog having blink or it gains an ability that allows it to launch a projectile (such as a web or a venom) these abilities will recharge on the roll of 4,5, or 6 on a D6.

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Otherworldly Bond

Starting at 11th level, Your bond with your animal companion has reached a new height. Now when casting a spell that requires the touch component you may cast the spell through your animal companion as though you were standing in their place.

 

Additionally, your companion is now able to recharge their abilities on a 3,4,5, or 6 on a D6. In the event you need to find a new companion animal you may now find a CR 1 beast to bond with and it will begin at level 11.

Pinnacle of Synchronicity

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 ft. of you. Additionally you and your DM may agree to add an additional synchronized action for you and your companion. Example of this are: having a blink dog maybe you can now blink along with your companion. If you have a giant spider maybe now you too can utilize it's web blast (the web spell) from your own hands. Anything that shares an ability with you that your companion has.

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