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Companion Maneveurs List

Harrier:
You can spend a Companion Die to have your companion mark an enemy within 90ft that you can see. The mark lasts an amount of hours equal to your ranger level. While they are marked you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find them. Additionally, while marked you deal the Companion Die in bonus damage each time you hit them with a weapon attack. If the marked enemy dies before the time is up, you can spend a bonus action on a subsequent turn, to mark a new target within 90ft of you.

Disarming Assault:
When using the attack action, you can spend a Companion Die and forego one of your attacks to send forth your companion to an enemy within 60ft. Your companion moves to a square adjacent to the enemy (including the enemy’s square) and makes an attack adding your proficiency bonus for the attack roll. If the attack hits the enemy drops any weapons they are holding, and you add the Companion Die in damage to the target and any enemy within 5ft. If they are holding no weapons, they instead drop one item of your choice that you can see.

Vault:
If an enemy is within 5ft of you, you can use your bonus action and spend a Companion Die to jump 20+ the Companion Die ft straight away, from the enemy without provoking opportunity attacks. You also deal the Companion Dies result in Bludegoing damage to the target.

Hobbling Attack:
When taking the dash action, you can spend a Companion Die to make an attack against an enemy in range. The attack is at disadvantage, you can add the Companion Die to the result. If you hit, the enemy has -15 speed for 1d4+2 rounds.

Heightened Senses:
You can use your action and spend a Companion Die to make a Wisdom (Perception) check. You can add the Companion Die to the check. You automatically know the direction and distance of any medium or larger creature within 120ft of you not hidden by magical means. If you succeed on the check you also know the direction and distance of creatures hidden by magic.

Behind Enemy Lines:
If you have any exhaustion levels, you can spend a Companion Die to ignore it for a number of hours equal to what you rolled on your Companion Die. When this affect ends, you gain another level of exhaustion.

Surpirse Assault:
On the first round of combat when rolling for initiative, you may spend a Companion Die to add to your initiative and half of the Companion Dies result (rounded up) to 1 attack you make on the first turn.

Two-Pronged Assualt:
You may spend a Companion die as part of an attack, for that attack both you and your Companion attack your target if in range. You both add the Companion Die to your damage rolls and in addition your companion has disadvantage on the attack.

Tactical Retreat:
After taking the Dash action you may spend a Companion Die and roll it, adding the result twice to your speed for that turn. Additionally, creatures have disadvantage on any attack targeting you until it is your turn again.

Covering Volley:
As an action you spend a Companion Die to launch a volley of illusinary arrows or thrown weapons. Any creature of your choice, within 45ft must make a DC8+proficiency+Companion Die Wisdom saving throw or become prone trying to dodge the volley.

Sustained Attack:
If you attacked a creature last turn, and you attack it again, you may spend a Companion Die to add its result to 1 attack, and if that attack hits, you may also add the result to the damage.

Break the Line:
You spend a Companion Die to have your companion distract enemies around you. As a result, you may move through and past enemies without provoking oppertunity attacks. On their next round the enemies must succeed on a DC8+proficiency+Companion Die Intelligence saving throw, or else they will not know you moved past them.

Toughen Up:
You spend a Companion Die to gain your Companion Die+twice your ranger lvl in Temporary hitpoints.

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