Copy of - Experimental Ranger Conclaves

by PerryDLeon

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#Shupysle's Ranger Archetypes

Expanded Archetype Magics

Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell count as ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger level Spell
3rd ensnaring strike, snare
5th locate animals/plants, earthbind
9th clairvoyance, nondetection
13th locate creature, grasping vine
17th scrying, commune with Nature

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell count as ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger level Spell
3rd cause fear, disguise self
5th rope trick, blur
9th fear, nondetection
13th greater invisibility, shadow of moil
17th seeming, mislead

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell count as ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger level Spell
3rd protection from evil and good, detect magic
5th misty step, see invisibility
9th haste, blink
13th banishment, dimension door
17th teleportation circle, banishing smite

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell count as ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger level Spell
3rd detect evil and good, protection from evil and good
5th silence, zone of truth
9th magic circle, remove curse
13th banishment, death ward
17th dispel evil and good, hold monster

Experimental Beast Master

Beast Master Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell count as ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger level Spell
3rd animal friendship, beast bond
5th animal messenger, enhance ability
9th catnap, conjure animals
13th dominate beast, guardian of nature
17th awaken, skill empowerment

Ranger's companion

At 3rd level, you find a beast 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. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. By default, every beast companion is proficient in Strength and Dexterity saving throws. Its hit point maximum equals the hit point number in its stat block. Whenever you gain a level, your beast companion gains an additional d8 hit dice, and gains maximum hit points equal to 5 + its Constitution modifier. Whenever you get an Ability Score Improvement, your beast does too (even if you pick a feat instead).

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. Whenever you use the Attack action, you can forgo one of your attacks to command the beast to make the Attack or Help action. You can instead verbally command the beast to take the Dash, Disengage, Dodge, or Search action if you don't forgo any attack. If you don't issue a command, the beast takes the Dodge action. 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.

The Beast benefits from your Favored Enemy feature, and never provides cover to enemies it has engaged in melee combat for your attacks.

Soul Bond

Your beast companion and you are more than allies: you are soul bonded since your birth. Both of you share a destiny together, an affinity above any friendship; your souls are one and the same. When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 60 feet of you. You both always know where the other is, as long as both of you are in the same plane.

Additionally, if your beast dies, you can summon its soul back to the world. By spending 4 hours in a meditative state, your companion comes back alive to you, appearing in a nearby space.

Spiritual Connection

Beginning at 7th level, the connection with your companion protects you both from even death while one of you still stands fighting. Your companion has advantage on saving throws as long as you are within 30 feet of it, and you have advantage on death saving throws as long as your beast companion is conscious.

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

Coordinated Assault

Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action, and any creature hit by your beast companion takes 1d8 extra weapon damage from you until your next turn.

One Soul

Starting at 15th level, the bond with your companion is fully developed, and your linked soul protects one another from damage. As a reaction whenever your companion or you take damage, the other can transfer half of that damage to them (rounded down). This feature doesn't transfer any other effects that might accompany the damage.

 

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