Ranger Archetypes

Beastmaster

Your form a special bond with a creature that assists you in battle.

 

Animal Companion

You gain an animal companion that accompanies you on your adventures and is trained to fight alongside you.

You and your animal companion understand each other regardless of language and you have an instinctive bond with it that allows you to fight as a seamless unit.

In combat, the animal companion shares your initiative count and you take your turns simultaneously. As an action on its turn, the animal companion can use one of its attacks. The animal companion can also use one of these attacks as a reaction on its own when another creature provokes an opportunity attack. In addition, the animal companion can use an action to dash, dodge, disengage or help. The DM may allow the animal companion to take other actions that make sense, such as action required to interact with certain objects.

The following rules apply to your animal companion:

  • The animal companion uses a template from one of the great beast spirits available to the druid (your choice) and it has one of the wild traits available to that template. When you reach 6th, 10th, 14th level in this class, your animal companion gains one additional wild trait from the options available to its great wild spirit - for a total of two wild traits at 6th level, three at 10th level and four at 14th level.

  • The animal companion is friendly to you and your companions, and it obeys your commands.

  • The animal companion has a number of hit points equal to 10 + 5 for each level you have in this class, and it has a number of Hit Dice [d8] equal to your ranger level.

  • The animal companion has proficiency in Constitution or Wisdom saving throws (your choice when you get the animal companion).

  • On you turn, you can use an action or a bonus action to draw on your bond with the animal companion:

    • Quick Cue. You can use a bonus action to allow the animal companion to use any of its available bonus actions.

    • Wild Attack. You can use an action to have the animal companion attack twice instead of once using any of its attack. Special attacks (such as those granted by wild traits) can only be used once per turn each.

You can obtain a new animal companion by spending 8 hours meditating and contacting a great beast spirit. If your animal companion dies, you cannot obtain a new companion in this way before 1 week has passed. You can at any time spend one hour bonding with a beast that can see and hear you that isn’t hostile to you instead (the DM should use any of the great beast templates to represent this animal companion).

 

Fighting Companion

Also beginning at 1st level, The animal companion’s bonus to attack rolls cannot be lower than your wisdom modifier + your proficiency bonus.

When you reach 5th level in this class, the animal companion can make three attacks instead of two when you use the wild attack bond option.

 

Primal Companion

Beginning at 10th level, your form a strong magical connection with your animal companion, granting it the following benefits:

  • When you cast a spell targeting yourself, you can also affect your animal companion with the spell if the beast is within 30 feet of you.

  • Your animal companion gains a bonus to its armour class and damage rolls equal to your Wisdom modifier.