Stat Changes:
Starting Stat Line: 11 / 17 / 12 / 10 / 12 / 10
Racial Bonuses:
Earth Genasi - +2 CON // +1 STR
Origin Bonuses:
Steton - +1 CON
Hide Flayer - Increase your AC while wearing any light armor by 1.
Racial Features:
Earth Walk
You can move across difficult terrain without it affecting you as long as it is from a ground based source.
Merge With Stone:
You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Seal of Earth
You gain a burrow speed of 30ft. If you should deal acid damage, the damage is increased by 2, this applies only once per source.
Class Features - Ranger:
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On the first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating 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, 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.
Favored Enemy: Monstrosity
Choose a type of favored enemy: monstrosities. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Locked Abilities:
Level 2:
Spellcasting
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Level 3:
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Scalecaller Conclave:
Scaled Companion Genome
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth a scaled animal from the wilderness to serve as your faithful companion. This companion evolves and adapts rapidly as it fights alongside its master. When you select this archetype, you must choose between three base genomes for your beast companion: Saurian, Piscine, and Wyvern. These genomes determine what stats and abilities your companion starts with, in addition to the abilities you can choose using evolution points you receive at each Ranger level.
Companion's Bond
Your animal companion gains a variety of benefits while it is linked to you.
The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and on their attack’s damage roll. However, should you equip barding to your companion, they lose their proficiency bonus to AC as well as their Natural Armor bonus if they have one.
To determine the AC of your Animal Companion, it’s: 10 + your proficiency bonus + your companion’s Dexterity modifier.
If your companion has natural armor, it’s: Natural Armor + your proficiency bonus + your companion’s dexterity modifier.
To determine saving throw DC for some companion abilities, it’s: 8 + your proficiency bonus + the ability modifier aligned to your companion’s effect.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each Ranger level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. However, should you add a new genome to your companion at levels 7 and 15, your companion’s hit dice total is reduced by 2 for each new genome. However, should you continue with your initial genome(s), add 1 hit dice to your companion’s hit dice total.
Whenever you gain an Ability Score Improvement or feat from your Ranger levels, the cap of Ability Score Improvement evolutions you can take increases by 1. With the Ability Score Improvement evolution, your companion can increase one ability score of your choice by 2, or it can 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.
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
Wyvern Companion: Aria
Wyvern
Aerodynamic scales
2 Hind legs
2 Winged forearms
Small beast, unaligned
Armor Class: 13 (10 + your proficiency bonus + your companion’s Dexterity modifier)
Hit Points: 13 (3d8)
Speed: 30 ft., fly 40 ft.
Str 14, Dex 12, Con 10, Int 7, Wis 14, Cha 12
Skills: Perception +4 (Adv to Sight Checks), Stealth +3
Senses: darkvision 70 ft., passive Perception 14
Languages: —
Challenge 1/2 (100 XP)
Steady Breath. The companion can breath normally at high altitudes.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Stabilizing Saliva: Your companion’s saliva becomes a coagulant. As an action, your companion can stabilize an unconscious and dying creature within 5 feet of it.
Evolutions Taken:
Lvl 3 - 5 Points:
Bite Attack - 1 Point // Stabilizing Saliva - 1 Point // Keen Sight* - 1 Point // Improved Darkvision - 1 Point // Improved Fly Speed - 1 Point
* - Cannot Be Repeated
Template
Class/Racial Features & Traits