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Ranger Redux
\pagebreak ## Ranger Base Class Changes These adjustments to the base ranger class are intended to replace the PHB abilities for their stated level. The intention is to provide greater utility to the class, and bring the beast companion concept into a core feature position for the class. This may not be balanced for multiclassing. #### Survivalist Beginning at 1st level, you have significant experience tracking and hunting prey, as well as exploring difficult environments. You know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use hunter’s mark a number of times equal to your Wisdom modifier (a minimum of once) without expending a spell slot and without requiring concentration. You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know. Additionally, while traveling for an hour or more in the wilderness, you gain the following benefits: - Difficult terrain doesn't slow your group's travel. - Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking),you remain alert to danger. - If you are traveling alone or with only your beast companion, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. #### Beast Companion Also at 1st level, you have forged a bond with an animal companion that accompanies you on your adventures and has been trained to fight alongside you. Choose a medium or smaller sized beast that has a challenge rating of 1/4 or lower (appendix D in the PHB presents statistics for the hawk, mastiff, and panther as examples) to become your beast companion. Add your proficiency bonus to the beast's attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum plus three times your ranger level. You companion obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. lf the beast dies, you can spend 8 hours to magically revive your ranger companion or to bond with another beast that isn't hostile to you, either the same type of beast as before or a different one.
### Ranger Archetype: Beast Master This version of the Beast master is intended to replace the archetype found in the PHB, based on the alterations to the base class, with the intention of improving the viability and potency of the archetype compared to other class archetypes.
#### Primal Bond Beast Masters attract a special type of companion in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Land. Folktales speak of ancient beasts mystically changing form through the ages to align with the spirit of the ranger, forging powerful bonds. Starting at 3rd level when you choose this archetype, you choose whether your Beast Companion is a primal Beast of the Land or the Air. Your primal bond grants a bonus to your Beast Companion's AC equal to your Proficiency Modifier, additional hit points, and a number of hit dice equal to your ranger level. Your companion can take the form of a medium (Land) or smaller (Air) beast with a CR of 1/4th or less, but will now use the appropriate stat block for their type, shown below. In addition, you can now use a bonus action on your turn to command your companion to act, rather than an action. #### Exceptional Training Beginning at 7th level, any time you take the Dash, Disengage, Dodge, or Hide action in combat, your beast companion can take the same action as a free action without you spending a bonus action. #### Primal Fury Starting at 11th level, your beast companion gains the Multiattack action, and can make two attacks when it uses the attack action. #### Symbiotic Link Beginning at 15th level, when a spell or magical effect targets you or your beast companion you can split the effect between you and your companion. Additionally, when you cast a spell, your beast companion can deliver the spell as if it had cast the spell
Part 1 | Classes
\pagebreakNum ___ ___ > ## Beast of the Land >*Medium beast, neutral* > ___ > - **Armor Class** 12 + your Proficiency Bonus > - **Hit Points** equal the beast’s Base Maximum + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level) > - **Speed** 40 ft., climb or swim 40 ft. (your choice) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)| 14 (+2)| 15 (+2)| 8 (−1)| 14 (+2)| 11 (+0)| >___ > - **Saving Throws** Dex +4, Con +4, Wis +4 > - **Skills** Perception +4, Stealth +4 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** understands the languages you speak
> - ***Ambush Tactics.*** If the beast is hidden from a target and then hits it with a maul attack, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
> - ***Primal Rebirth.*** If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
> - ***Stalking Prey***. As an action, you can command the beast to Hide and Ready its Maul Attack.
>___ > > ### Actions > ***Maul.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage. > ___ ___
___ ___ > ## Beast of the Air >*Small beast, neutral* > ___ > - **Armor Class** 14 + your Proficiency Bonus > - **Hit Points** equal the beast’s Base Maximum + your Wisdom modifier + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level) > - **Speed** 10 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (−2)| 16 (+3)| 13 (+1)| 8 (−1)| 14 (+2)| 11 (+0)| >___ > - **Saving Throws** Dex +5, Con +3, Wis +4 > - **Skills** Perception +4, Stealth +5 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** understands the languages you speak
> - ***Flyby.*** The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
> - ***Primal Rebirth.*** If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
> - ***Silent Hunter.*** Your beast companion has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
> > > >___ > > ### Actions > ***Shred.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage. >
Part 1 | Classes
- **Cover Art by: Lucas Palsson**