Ranger - Unchained (rayn·jr)
Core Class updated by Sage Young (Ser Nurp)
Version: 1.1
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.
Spies and Renegades
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.Independent Adventurer’s
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense. This fierce independence makes rangers well suited to adventuring since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.The Ranger Table
Class Features
As a ranger, you gain the following class features.Hit Points
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, and shields
- Weapons: Simple weapons, and martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival, and Tactics.
Equipment
- You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
Animal Empathy
Show SpoilerYou have an innate ability to communicate with bestial creatures, and how to read their needs and emotions.
As an action, you can communicate simple ideas to a creatures with an Intelligence of 3 or lower 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.
As an action, you can communicate simple ideas to a creatures with an Intelligence of 3 or lower 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.
Favored Enemy
Show SpoilerBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, humanoids, monstrosities, oozes, outsiders, plants, or undead. You gain a +2 Insight bonus to damage rolls with martial attacks against creatures of the chosen type, and a +2 Insight bonus on Perception checks against such creatures. 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.
Choose a type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, humanoids, monstrosities, oozes, outsiders, plants, or undead. You gain a +2 Insight bonus to damage rolls with martial attacks against creatures of the chosen type, and a +2 Insight bonus on Perception checks against such creatures. 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.
Natural Explorer
Show SpoilerYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: aquatic, cold, desert, forest, jungle, mountain, plains, swamp, underground, or urban. When you make an Intelligence or Wisdom check related to your favored terrain, your Proficiency bonus is doubled if you are using a skill that you’re proficient in.
You choose additional favored terrain types at 6th and 10th level. While traveling in your favored terrain, you gain the following benefits:
You choose additional favored terrain types at 6th and 10th level. While traveling in your favored terrain, you gain the following benefits:
- You ignore natural difficult terrain.
- You have Advantage on Initiative rolls.
- On your first turn of combat, you have Advantage on attack rolls against creatures that have not yet acted.
- Difficult terrain doesn’t slow your group’s travel, and you are considered a Guide when traveling Overland.
- 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.
Ranger Style
Show SpoilerYou have honed your skills as a ranger and hunter, focusing your efforts along a particular path that further specializes your training. You gain a single Ranger Style feature listed below. You gain an additional Ranger Style feature at 5th level, and again every 4 Ranger levels thereafter.
Companion Call
- Prerequisites: Ranger 5, Beast Master or Scalecaller
Dervish
- Prerequisites: Ranger 13
Disrupting Strike
- Prerequisites: Ranger 5
Expertise
Choose one of your skill or tool Proficiencies. You gain Expertise in the chosen proficiency, your proficiency bonus is doubled for any ability check you make that has Expertise. You may take this Ranger Style a second time at 5th level in this class.Extra Attack (2)
- Prerequisites: Ranger 13, Extra Attack (1)
Far Shot
Whenever you would make a ranged martial attack, you gain the ability to attack at Very Long Range, this increment is double your long range increment. Attacks made at Very Long Range have Absolute Disadvantage. Additionally you can expend (1) points of Stamina to double the range of any spell that you would cast.Hunted Shot
Whenever you take the Attack Action with a ranged martial weapon, all attacks that hit a single target have their damaged combined before applying any of that Creature's Resistances, DR, or similar features.Hunter's Aim
- Prerequisites: Ranger 5
Penetrating Shot
- Prerequisites: Ranger 5, Hunted Shot
Quick Snare
- Prerequisites: Ranger 5, Snare Specialist
Resilient Body
You can as a Bonus Action heal for a number of d10s equal to half of your Proficiency bonus + your Ranger level in Hit Points, additionally, when you take this action, you receive a new save against any Disease or Poison currently in your system, failing this save does not trigger any negative effects from that Disease or Poison. You can use this feature once, regaining its use upon a Long Rest. You receive an additional use of this feature at 7th level, and again at 15th level.Retreating Reload
Whenever you take the Dash Action, you can as a part of this Action, reload a weapon as if you had taken the Action to load that weapon.Scout's Stride
- Prerequisites: Ranger 5
Scout's Warning
- Prerequisites: Ranger 5
Second Sting
Whenever you would miss with a melee martial attack, you can spend (1) Stamina to make a single attack with an off-handed weapon you are wielding, should this attack hit, it deals minimum damage to your target.Shared Prey
- Prerequisites: Ranger 5
Side By Side
- Prerequisites: Ranger 5, Beast Master or Scalecaller
Snare Specialist
You can make a number of Snares equal to your Wisdom modifier, your uses of Snares refreshes whenever you complete a Long Rest. You lay out a Snare within 30 feet of your position as an Action, expending that use, when you do so, choose one of the following snares given below, that Snare is placed within the chosen space, and is unseen by any creatures in the area unless their Perception meets or exceeds a DC of 8 + your Wisdom modifier + your Proficiency in Trapper's Tools. A Snare remains in place for 24 hours or until triggered, unless otherwise noted.- Alarm Snare: When you place an Alarm Snare, designate a range between 100 to 500 feet that it can be heard. This snare triggers should any creature of a size category of your choice and larger passes within 10 feet of the Snares space, alerting everyone within range with the noise of a loud bell or similar sound.
- Biting Snare: When you place a Biting Snare, any creature that steps on its space must make a Dexterity saving throw against your Ranger Spell Save DC or suffer a number of d10s equal to your Proficiency bonus in Piercing damage and that creature is Grappled by the snare until it breaks free as if breaking free from a Grapple against your Ranger Spell Save DC.
- Bleeding Snare: When you place a Bleeding Snare, any creature that steps on its space must make a Dexterity saving throw against your Ranger Spell Save DC or suffer from the Bleeding (1d6) condition.
- Caltrop Snare: When you place a Caltrop Snare, everything within 10 feet of the designated space is covered in thick caltrops that hinder movement. Any creature moving through the area suffers 1d4 points of damage for every 5 feet of movement moved through the area, and should they take damage from this snare, they must make a Dexterity saving throw against your Ranger Spell Save DC or suffer from the Burdened condition until the end of their next turn.
- Grasping Snare: When you place a Grasping Snare, any creature that steps on its space triggers the snare, all creatures within 10 feet of the Snares space must make a Dexterity saving throw against your Ranger Spell Save DC or suffer from the Restrained condition until the end of their next turn.
- Trip Snare: When you place a Trip Snare, choose a second space within 30 feet, any creature of a size category of your choice and larger that crosses a line connecting these two spaces triggers the trap. The triggering creature is knocked Prone and suffers from the Burdened condition until the end of their next turn.
Survivalist
The ranger gains either the Master Craftsman or Master Harvester feat as a bonus feat. You can select this ranger style multiple times. Its effects do not stack. Each time, select a new tool to be tied to this feat.Twin Parry
Whenever you would be subject to a melee attack roll, you can spend your Reaction to increase your AC by 2 until the start of your next turn, you can use this feature in conjuction with a Buckler or the Parrying Stamina action, using only a single Reactino to trigger both abilities.Twin Takedown
Whenever you take the Attack Action with a melee martial weapon, all attacks that hit a single target have their damaged combined before applying any of that Creature's Resistances, DR, or similar features.Volley
- Prerequisites: Ranger 13
Fighting Style
Show SpoilerAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense: While you are wearing light, medium, or heavy armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Lunge: When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property. If the weapon already has this property, the reach increases by a further 5ft.
- Musketeer: When you engage an opponent while two-weapon fighting with a firearm and a melee weapon, if you make both attacks at the same target, you have advantage on the attack roll you make with the second attack.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Versatility: You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Spellcasting
Show SpoilerBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
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.
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.
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
Quarry
Show SpoilerBeginning at 2nd level, as a Bonus Action mark a creature within 90 feet as your Quarry, alternatively, you can mark a creature by studying its tracks for at least 10 minutes. Your target is marked as your Quarry until it drops to 0 HP, you complete a Long Rest, or you use this feature again to target another creature. You can use this feature once, regaining all uses of this feature after completing a Long Rest. You gain an additional use of this feature at 6th level, and every 4 levels thereafter.
While a creature is marked in this way, you gain the following benefits:
While a creature is marked in this way, you gain the following benefits:
- The DC of your Ranger spells made against your Quarry are increased by 1.
- You deal an additional 1d6 points of damage against your Quarry.
- You gain a +1 Insight bonus on any Intelligence-based ability checks, as well as on any Deception, Insight, Perception, and Survival check made against your Quarry.
Primeval Awareness
Show SpoilerBeginning at 3rd level, you can begin a ritual that requires 1 uninterrupted minute in concentration, as if you were concentrating on a spell, and the expenditure of one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether any of your favored enemies are present within 5 miles of you (or within up to 10 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number. If you expend a spell slot of at least 3rd level, you can focus this sense to determine the general direction and distance from you as well.
Ranger Conclave
Show SpoilerAt 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Master, Blade Dancer, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer, or Scale Caller, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
Ability Score Improvement
Show SpoilerWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack(1)
Show SpoilerBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Greater Favored Enemy
Show SpoilerAt 6th level, you are ready to hunt even deadlier game. Choose an additional type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, humanoids, monstrosities, oozes, outsiders, plants, or undead. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls made against all of your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Greater Favored Terrain
Show SpoilerBeginning at 7th level, you have tapped deeper into the natural world, learning the ways to survive in these harsh environments. Choose one of your known favored terrains, this terrain becomes a greater favored terrain granting you additional benefits. You can choose a 2nd greater favored terrain at 12th level.
- Aquatic: Swimming no longer costs extra movement, and you can use any piercing or slashing weapon without suffering from underwater combat penalties. You also can hold your breath for twice as long as normal and have advantage on any Athletics checks made to swim in rough waters.
- Cold: You have resistance to cold damage. You also ignore difficult terrain caused by ice or snow and have advantage on any Acrobatics checks made to keep balance on unstable surfaces.
- Desert: You have resistance to fire damage. You also have advantage on any Survival check made to find food or water, or on checks made to avoid exhaustion from dehydration or forced marching.
- Forest: You gain proficiency in Perception, expertise if you are already proficient. You also ignore difficult terrain caused by plants.
- Jungle: You gain proficiency in Athletics, expertise if you are already proficient. You also ignore difficult terrain caused by plants, thick mud, or deep water.
- Mountain: Climbing no longer costs extra movement. You also ignore difficult terrain caused by rock and take half damage from falling.
- Plains: Your land speed is increased by 10 feet. You also have advantage on Constitution checks to avoid exhaustion caused by extended marching, and on checks to avoid being moved by magical wind effects.
- Swamp: You gain resistance to poison damage and have advantage on saves against the Poisoned condition. You also are immune to non-magical diseases, and ignore difficult terrain caused by thick mud or ooze.
- Underground: You gain darkvision out to 30 feet or increase your darkvision by 30 feet. You also gain resistance to poison damage, and advantage on checks made to detect burrowing creatures.
- Urban: You have advantage on Stealth and Performance checks to blend into a crowd, and advantage on Perception checks made to find someone trying to blend into a crowd. Your attacks also ignore creatures as half and three-quarters cover, and you ignore difficult terrain caused by rubble.
Fleet of Foot
Show SpoilerBeginning at 8th level, you can take the Dash action as a bonus action on your turn, when you do so, your Armor Class is increased by 1, or 3 against Reaction attacks, until the start of your next turn.
Hide in Plain Sight
Show SpoilerStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions, and you can remain hidden even if being observed so long as your stealth surpasses the perceiver’s perception check. This benefit does not apply against certain senses such as Lifesense for a living ranger. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions, and you can remain hidden even if being observed so long as your stealth surpasses the perceiver’s perception check. This benefit does not apply against certain senses such as Lifesense for a living ranger. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Improved Quarry
Show SpoilerBeginning at 10th level, your Quarry feature improves. You can have two targets marked as a Quarry instead of one. Whenever you would mark a 3rd Quarry, one of your currently marked Quarries of your choice is no longer marked. Whenever you have a creature marked by your Quarry feature, you gain the following benefits, this is in addition to the base benefits of Quarry:
- Your martial attack Critical Threat Range is increased by 1 against your Quarry.
- Your first attack roll made in a round against your Quarry is made at Advantage.
Huntsman
Show SpoilerStarting at 13th level, you gain your favored enemy bonus on damage rolls as a bonus to your saving throws made against the spells and abilities of your favored enemies.
Vanish
Show SpoilerStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.
Feral Senses
Show SpoilerAt 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Foe Slayer
Show SpoilerAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Conclave
Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike. Show SpoilerBeast Master Features
| Level | Feature |
|---|---|
| 3rd | Animal Companion, Companion's Bond |
| 5th | Coordinated Attack |
| 7th | Beast's Defense, Improved Companion |
| 11th | Storm of Claw and Fangs |
| 15th | Greater Companion, Superior Beast's Defense |
Animal Companion
Starting 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 an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a bear, a boar, a giant badger, a giant weasel, a horse, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food per Ranger level you possess, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Companion’s Bond
Starting at 3rd level, 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 to its damage rolls.
- Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
- For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
- Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. 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.
Companion Traits
| D6 | Trait |
|---|---|
| 1 | I’m dauntless in the face of adversity. |
| 2 | Threaten my friends, threaten me. |
| 3 | I stay on alert so others can rest. |
| 4 | People see an animal and underestimate me. I use that to my advantage. |
| 5 | I have a knack for showing up in the nick of time. |
| 6 | I put my friends’ needs before my own in all things. |
Companion Flaws
| D6 | Flaw |
|---|---|
| 1 | If there's food left unattended, I'll eat it. |
| 2 | I growl at strangers, and all people except my ranger are strangers to me. |
| 3 | Any time is a good time for a belly rub. |
| 4 | I'm deathly afraid of water. |
| 5 | My idea of hello is a flurry of licks to the face. |
| 6 | I jump on creatures to tell them how much I love them. |
Coordinated Attack
Starting at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack; in addition, its attacks are considered magical for the purposes of overcoming damage reduction.Beast’s Defense
Starting at 7th level, while your companion can see you, it has advantage on all saving throws.Improved Companion
Starting at 7th level, your companion evolves into a stronger companion, it gains the improved companion benefits of its creature type, see your companions stat sheet below for more information. additionally, Your pet gains Multiattack, allowing one primary and one secondary attack, or two secondary attacks.Storm of Claw and Fangs
Starting at 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.Greater Companion
Starting at 15th level, your companion evolves into an even stronger companion, it gains the greater companion benefits of its creature type, see your companions stat sheet below for more information.Superior Beast’s Defense
Starting at 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.Blade Dancer
You have learned to combine the art of dance and the art of war into one. A deadly dance of steel and blood wherein with your speed and agility you strike true with blades, dodging and weaving through the attacks of your enemies as they look on in horror as their allies drop one by one, until at last your blade meets their throat. Show SpoilerBlade Dancer Features
| Level | Feature |
|---|---|
| 3rd | Dervish Dance |
| 5th | Parry and Riposte |
| 7th | Wind Stride |
| 11th | Whirling Blades |
| 15th | Dance of Death |
Dervish Dance
Starting at 3rd level, while you are wielding a Finesse weapon in each hand, or wielding a finesse weapon with the Double property, and you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier; in addition, if you are wielding a weapon that has the Parrying property, the bonus to armor class granted by this property is increased by one, and is not lost when you attack with the weapon.Parry and Riposte
Starting at 5th level, whenever you would be attacked in melee, you can as a reaction, make an attack against your attacker. Should this attack hit, your armor class is increased by two against the triggering attack, and your attacker suffers the minimum damage for your attack.Wind Stride
Starting at 7th level, while you are not wearing medium or heavy armor, your movement speed is increased by your Wisdom modifier multiplied by five, in addition, when you take the attack action on your turn, your movement does not provoke reactionary attacks from any creature you attack this turn.Whirling Blades
Starting at 11th level, when you use your bonus action to make an off-handed attack, you can make a number of off-handed attacks equal to the number of attacks you gain from the extra attack feature.Dance of Death
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20; in addition, whenever you successfully critically hit a creature on a turn, you gain an additional attack for that turn.Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. Show SpoilerFey Wanderer Features
| Level | Feature |
|---|---|
| 3rd | Dreadful Strikes, Fey Wanderer Magic |
| 5th | Otherworldly Glamour |
| 7th | Beguiling Twist |
| 11th | Fey Reinforcement |
| 15th | Misty Wanderer |
Dreadful Strikes
Starting at 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d6 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 2d6 when you reach 11th level in this class.Fey Wanderer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.Fey Wanderer Spells
| Level | Spells |
|---|---|
| 3rd | Charm Person, Dissonant Whispers |
| 7th | Invisibility, Misty Step |
| 9th | Dispel Magic, Hypnotic Pattern |
| 13th | Confusion, Dimension Door |
| 17th | Mislead, Modify Memory |
Feywild Gifts
| D6 | Appearance |
|---|---|
| 1 | Illusory butterflies flutter around you while you take a short or long rest. |
| 2 | Fresh, seasonal flowers sprout from your hair each dawn. |
| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
| 4 | Your shadow dances while no one is looking directly at it. |
| 5 | Horns or antlers sprout from your head. |
| 6 | Your skin and hair change color to match the season at each dawn. |
Otherworldly Glamour
Starting at 5th level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Beguiling Twist
Starting at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements
Starting at 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the summon fey spell. It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
Misty Wanderer
Starting at 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.Gloom Stalker
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. Show SpoilerGloom Stalker Features
| Level | Feature |
|---|---|
| 3rd | Gloom Stalker Magic, Umbral Sight |
| 5th | Dread Ambusher |
| 7th | Iron Mind |
| 11th | Stalker's Flurry |
| 15th | Shadowy Dodge |
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 counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.Gloom Stalker Spells
| Level | Spells |
|---|---|
| 3rd | Disguise Self, Silent Image |
| 7th | Blur, Rope Trick |
| 9th | Blink, Fear |
| 13th | Greater Invisibility, Hallucinatory Terrain |
| 17th | Far Step, Seeming |
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Dread Ambusher
At 5th level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
Iron Mind
Starting at 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).Stalker’s Flurry
Starting at 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.Horizon Walker
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes. Show SpoilerHorizon Walker Features
| Level | Feature |
|---|---|
| 3rd | Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) |
| 5th | Terrain Mastery |
| 7th | Ethereal Step |
| 11th | Distant Strike, Planar Warrior (2d8) |
| 15th | Spectral Defense |
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 counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.Horizon Walker Spells
| Level | Spells |
|---|---|
| 3rd | Create or Destroy Water, Protection from Evil and Good |
| 7th | Alter Self, Misty Step |
| 9th | Fly, Haste |
| 13th | Banishment, Polymorph |
| 17th | Far Step, Teleportation Circle |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest.Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Terrain Mastery
Starting at 5th level, the horizon walker has become specialized in one of their favored terrains. When within this mastered terrain, the horizon walker gains a +2 bonus on all ability checks.Ethereal Step
Starting at 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
Starting at 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
Starting at 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Show SpoilerHunter Features
| Level | Feature |
|---|---|
| 3rd | Hunter's Prey |
| 5th | Favored Hunt |
| 7th | Defensive Tactics |
| 11th | Multiattack |
| 15th | Superior Hunter's Defense |
Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.Favored Hunt
Starting at 5th level, your skills of the hunt have surpassed even the keenest eyed rangers. Choose an additional type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, humanoids, monstrosities, oozes, outsiders, plants, or undead. You gain all the benefits against this chosen enemy that you normally gain against your favored enemies, including an additional language. Your bonus to damage rolls against this favored enemy is doubled.Defensive Tactics
At 7th level, you gain one of the following features of your choice.Escape the Horde
Opportunity attacks against you are made with disadvantage.Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.Steel Will
You have advantage on saving throws against being frightened or stunned.Multiattack
At 11th level, you gain one of the following features of your choice.Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. Show SpoilerMonster Slayer Features
| Level | Feature |
|---|---|
| 3rd | Hunter's Sense, Monster Slayer Magic |
| 5th | Slayer's Prey |
| 7th | Supernatural Defense |
| 11th | Magic-User's Nemesis |
| 15th | Slayer's Counter |
Hunter’s Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
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 counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.Monster Slayer Spells
| Level | Spells |
|---|---|
| 3rd | Armor of Agathys, Protection from Evil and Good |
| 7th | Earthbind, Zone of Truth |
| 9th | Counterspell, Magic Circle |
| 13th | Banishment, Death Ward |
| 17th | Hold Monster, Holy Weapon |
Slayer’s Prey
Starting at 5th level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. The additional damage from this ability increases to 2d6 at 11th level.This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense
Starting at 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.Magic User’s Nemesis
Starting at 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.Once you use this feature, you can’t use it again until you finish a short or long rest.
Slayer’s Counter
Starting at 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.Scalecaller
The scalecaller has bonded a dragon's soul to their own, through this bond the scalecaller and dragon companion fight as one, united in their fight, whether it be for good, or ill.- Prerequisite: This subclass can only be taken through special circumstances.
Show spoiler
Your dragon companion has abilities and game statistics determined in part by your level.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you can call forth your draconic soul from a hatchling dragon to serve as your faithful companion. This companion evolves and adapts rapidly as it fights alongside you. When you select this subclass, you must choose the draconic ancestry of your dragon companion; Dragon being the most common, but other types exist. This ancestry determines what stats and abilities your companion starts with, in addition to the abilities you can choose using the evolution points you receive at each Ranger level.
If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food per Ranger level you possess, you call forth your companion’s spirit and use your magic to create a new body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body.
Your dragon companion cannot change, once chosen your souls are linked until the end.
Scalecaller Features
| Level | Feature |
|---|---|
| 3rd | Companions Bond, Dragon Companion, Evolutions |
| 5th | Coordinated Attack, Improved Companion |
| 7th | Greater Companion |
| 11th | Storm of Claw and Fangs |
| 15th | True Companion |
Companion’s Bond
Starting at 3rd level, your dragon companion gains a variety of benefits while it is linked to you. 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 dragon companion can both move stealthily at a normal pace.Your dragon 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, a dragon companion also adds its proficiency bonus to its AC and to its damage rolls.
- Your dragon companion gains proficiency in three skills of your choice. It also becomes proficient with two saving throws of your choice.
- For each level you gain after 3rd, your dragon companion gains an additional hit die and increases its hit points accordingly.
- Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. 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.
Companion Traits
| D6 | Trait |
|---|---|
| 1 | I’m dauntless in the face of adversity. |
| 2 | Threaten my friends, threaten me. |
| 3 | I stay on alert so others can rest. |
| 4 | People see an animal and underestimate me. I use that to my advantage. |
| 5 | I have a knack for showing up in the nick of time. |
| 6 | I put my friends’ needs before my own in all things. |
Companion Flaws
| D6 | Flaw |
|---|---|
| 1 | If there's food left unattended, I'll eat it. |
| 2 | I growl at strangers, and all people except my ranger are strangers to me. |
| 3 | Any time is a good time for a belly rub. |
| 4 | I'm deathly afraid of water. |
| 5 | My idea of hello is a flurry of licks to the face. |
| 6 | I jump on creatures to tell them how much I love them. |
Devotion
Show SpoilerYour bonded soul has has been unleashed, your transformation into ashen has made you anew, to change back is nigh impossible. You cannot retrain out of this class once attained, without consequences. Leaving this class without proper actions and research is considered certain death.
Dragon Companion
Starting at 3rd level, the bond of souls between yourself and your dragon companion has awakened fully, forming through you and a creature of draconic heritage a mutually understanding.With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you can call forth your draconic soul from a hatchling dragon to serve as your faithful companion. This companion evolves and adapts rapidly as it fights alongside you. When you select this subclass, you must choose the draconic ancestry of your dragon companion; Dragon being the most common, but other types exist. This ancestry determines what stats and abilities your companion starts with, in addition to the abilities you can choose using the evolution points you receive at each Ranger level.
If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food per Ranger level you possess, you call forth your companion’s spirit and use your magic to create a new body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body.
Your dragon companion cannot change, once chosen your souls are linked until the end.
Coordinated Attack
Starting at 5th level, you and your dragon companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack; in addition, its attacks are considered magical for the purposes of overcoming damage reduction.Improved Companion
Starting at 5th level, your companion evolves into a stronger companion, it gains the improved companion benefits of its draconic ancestry, see your companions stat sheet below for more information.Greater Companion
Starting at 7th level, your companion evolves into an even stronger companion, it gains the greater companion benefits of its draconic ancestry, see your companions stat sheet below for more information.Storm of Claw and Fangs
Starting at 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.True Companion
Starting at 15th level, your companion evolves into its true self, it gains the true companion benefits of its draconic ancestry, see your companions stat sheet below for more information.
Type
Military

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