Ranger Plus Plus Deadly Hunters Warrios of the woods, rangers specialize in the hunting of monsters, beasts and sometimes other men. They stick to the edges of civilization tracking their chosen prey as a preadtor oes, moving stealthily through the wilds, setting up ambush in the brush and rubble. Rangers focus on speed and stealth beyond all else, they engage in combat only when they have the advantage. Far from the hustle and bustle of everyday life, amid vast plains, dense forests or vacant tundras, rangers keep their unending watch Discussion of Conclaves There are several different routes you can take at 3rd level as a ranger, and it is the biggest decision you must make in this class. There are five different routes that can be taken depending on what you would like to specialize in. Hunter is the most combat oriented of all conclaves. Take this route if you would like to compete on a martial level. Their abilities all help your offense and defense. Gloom Stalker is the conclave you should take if you want to focus on stealth and ambush. You become harder to detect, and you become a much deadlier ambush artist. Horizon Walker is the most mobile of all conclaves. You gain the ability to teleport which increases your options for battlefield control. Monster Slayer this conclave focuses on defenses and single targets. This is an excellent choice if you want to become a boss-killer and shut down enemy spellcasters. Beast Master gives you the ability to control a seperate creature ontop of the player. This is the most difficult conclave to play as you have a seperate entity to control and level up. But having a companion can be a lot of fun. Intent and Balance There is not one subclass which is better than another. They all have strengths and weaknessess, and were made with the intent of balance. Balance within the class and with other classes. The average ranger will usually be dealing about as much damage as a rogue, but they can exceed a fighter in damage temporariy by using their Mark feature. The ranger was made to be a capable martial combatant, with the ability to almost always hit their target. They are also capable navigators and quite adept, skilled adventurers. Their spells are primarily utility based, with a few combat spells and a few spells intended for setting up traps. Silent Skirmishers Awaiting in the shadows an elf waits, bow at the ready. He has stalked his prey for days living on the rations he has scavanged on the way. A whistle of command sends the elf's wolf companion rushing out of the brush at the displacer beast, grabbing it holding it still. The elf lines up her shot with care. A man rushes through the undergrowth of a dense forest. Hunting a band of orcs had gone wrong, yet he knew how to evade them. He left no trail as he ran, and was able to stay ahead of the pack with ease. A famed halfling harvests the scales of a recently slain dragon. Her stout size often left her opponents underestimating her, but given the time she would find chinks in any dragons armour. Credit: Kyounghwan Kim Credit: Kyounghwan Kim

The Ranger Level Proficiency Bonus Features Mark Dice Spells Known 1st 2nd 3rd 4th 5th 1st +2 Favoured Enemey, Natural Explorer — — — — — — — 2nd +2 Ranging Style, Mark, Spellcasting 1d4 2 2 — — — — 3rd +2 Ranger Conclave 1d4 3 3 — — — — 4th +2 Ability Score Improvement 1d4 3 3 — — — — 5th +3 Conclave Feature 1d4 4 4 2 — — — 6th +3 Primeval Awareness, Expertise 1d4 4 4 2 — — — 7th +3 Conclave Feature 1d4 5 4 3 — — — 8th +3 Ability Score Improvement 1d6 5 4 3 — — — 9th +4 — 1d6 6 4 3 2 — — 10th +4 Vanquisher 1d6 6 4 3 2 — — 11th +4 Conclave Feature 1d6 7 4 3 3 — — 12th +4 Ability Score Improvement 1d6 7 4 3 3 — — 13th +5 — 1d6 8 4 3 3 1 — 14th +5 Vanish, Expertise 1d6 8 4 3 3 1 — 15th +5 Conclave Feature 1d6 9 4 3 3 2 — 16th +5 Ability Score Improvement 1d8 9 4 3 3 2 — 17th +6 — 1d8 10 4 3 3 3 1 18th +6 Feral Sense, Expertise 1d8 10 4 3 3 3 1 19th +6 Ability Score Improvement 1d8 11 4 3 3 3 2 20th +6 Concalve Feature 1d8 11 4 3 3 3 2 Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular cababilities. 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 favoured enemy? Or perhaps you learned your skills as a 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 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 somone you loved or destroy your home village? Or did you see too much destruction these monsters 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 of solitude they offer? Quick Build You can make a ranger quickly by follwoing these suggestions. First, make Dexterity or Strength your highest ability score, followed by Wisdom. Second choose the outlander background. Class Features As Ranger, you gain the following class features Hit Points Hit Dice: 1d10 per Ranger level

1d10 per Ranger level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st Proficiencies Armor: Light armour, medium armour, shields

Light armour, medium armour, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Saving Throws: Strength, Dexerity

Strength, Dexerity Skills: Choose two from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Choose two from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Tools: Choose one from Herbalist's Kit, Poisoner's Kit, and Alchemist's kit

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail (b) leather armour

(a) two simple weapons (b) any martial weapon

A longbow and a quiver of 20 arrows

(a) a dungeoneer's pack (b) an explorer's pack

(a) Herbalist's kit or (b) poisoner's kit or (c) alchemist's kit Favoured Enemy Beginning 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 favoured enemy: beasts, fey, monstrosities, aberrations, celestials, constructs, dragons, elementals, fiends, giants, or undead. Alternatively you can pick two humanoid races (such as orc and gnoll). You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence (History) checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favoured enemy or creatures associated with it. At 8th level pick one more enemy as your favoured enemy. You also learn another language of your choice. Additionally you gain +2 to damage rolls against all of your favoured enemies. At 16th level pick a third favoured enemy. You also learn another language of your choice and you have advantage on saving throws against spells and abilities used by a favoured enemy. 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 move Stealthily at a normal pace

• Your group ignores difficult terrain while travelling

• You can’t become lost except for magical means

• Over the course of a day you can passively forage for either rations or resources equal to gold pieces of a value equaling 1d4 + Wisdom (Survival). This dice increases along with your Mark dice (to 1d6 at 8th level and to 1d8 at 16th level) Mark At 2nd 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. Each time you hit that target with an attack you deal an additional 1d4 weapon damage against it. This ability’s damage increasing to 1d6 at 8th level, and 1d8 at 16th. The Mark lasts for 1 hour, increasing to 8 hours at 8th level, and 24 hours at 16th level. You also have advantage on any Wisdom (Perception) check and Wisdom (Inisght) check on your target, as well as and Wisdom (Survival) check to find your marked target. You can use this feature a number of times equal to your proficiencey bonus + Wisdom modifier. You regain expended uses when you finish a long rest. Ranging Styles At 2nd level, you adopt a style of ranging movement as your specialty. Choose one of the following styles. You can’t take a Ranging Style more than once, even if you get to choose again later. Potent Action When using the dash, or disengage action on your turn you can make a melee weapon attack or ranged weapon attack before or after the dash or disengage action Adaptive Movement You gain 10 feet of movement speed and a climbing and swimming speed equal to your walking speed. Elusion When you are forced to make a saving throw against a spell or ability with an area of effect, you can use your reaction to move up to 10 feet before rolling the save, gaining the benefits of your new location. If you move out of the area that is affected by the spell or ability, then you no longer suffer the effects. Cautious Step When an opportunity attack is made against you, add your Wisdom modifier to your Armour Class for that attack Quick Reflexes You gain advantage on all initiative checks. Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as adruid does. See Chapter 10 for the general rules of of spellcasting and chapter 11 for the ranger spell list. Spell Slots The Ranger shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a lot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example if you know the 1st-level spell animal friendship and have a 1st-level and 2nd-level spell slot available, you can cast animal friendship using either spell slot. Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the Ranger spell list. You learn an additional ranger spell of your choice at each odd numbered level thereafter. 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 Ranger Conclave At 3rd level, you choose to emulate the ideals and trainer of a ranger conclave: the Beast Master conclave, Hunter conclave, Horizon Walker conclave, Gloomstalker conclave, and Monster Slayer Conclave all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, 15th, and 20th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 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. Expertise When you reach 6th level, choose one of you ranger skill proficiencies or your ranger tool proficiency. Your proficiency bonus is doubled for any ability check you make with that skill or tool. This can be any skill or tool proficiency you have that is also on the ranger skill or tool list. At 12th and 18th level, you can choose another one of these proficiencies to gain this benefit. Primeval Awareness When you reach 6th level, you have the ability to communicate basic ideas with beasts. Through simple sounds and gestures you can discern its basic mood and intent, you learn its emotional state, if it is affected by any magic, any short term needs, and actions you can take if any to persuade it not to attack. Additionally You can attune your sense and determine if any of your favoured enemies lurk nearby. By spending 1 uninterrupted minute in concentration, you can sense whether any of your favoured enemies are within 5 miles. You can also discern their numbers and general direction. This feature requires a use of your Mark feature. Vanquisher Beginning at 10th level you let nothing stand in the way of your assault on prey, you can almost always discern the best method of attack. Once per round you can add your Wisdom modifier onto one attack roll. Vanish Starting at 14th level you can remain perfectly still for long periods of time to set up ambushes. You can hide as a bonus action. Additionally, if you are hidden and forgo your movement you can use your bonus action to give any creature attempting to detect you a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You are still automatically detected if any effect or action cause you to no longer be hidden. Feral Senses At 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. Ranger Conclaves Hunter Accepting the Hunter conclave means accepting your place as 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. Hunter Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class as shown in the Hunter Spells table. The spell counts as a ranger spell for you and doesn't count against the number of ranger spells you know. Hunter Magic Ranger Level Spells 3rd Searing Smite 5th Blur 9th Slow 13th Confusion 17th Destructive Wave Hunter's Mark At 3rd level you gain one of the following benefits of your Marked target. Slayer. Your tenacity can wear down the m ost potent foes. When you hit a marked creature with a weapon attack, the creature takes double your mark die in damage, if it’s below its hit point maximum. You can deal this extra damage only once per turn. Reactionist. When your mark misses you with an attack you can use your reaction to attack that creature immediately Horde Breaker. Once on each of your turns you can make a weapon attack against your marked target; you can make another attack with the same weapon against a different creature within range of your weapon.

Fighting Style At 3rd level, as a Hunter you are an expert of confrontation and combat. You gain one of the following Fighting Styles. You can’t take a Fighting Style more than once, even if you get to choose again later. Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Defense. While you are wearing armour, 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. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Extra Attack Beginning at 5th level you can attack twice, instead of once, whenever you take the attack action on your turn. 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 +4 bonus 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. You are immune to being frightened against your favoured enemy. Multiattack At 11th level you gain one of the following benefits 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, 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. You nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect 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 if you fail. Stand Against the Tide. When a hostile creatyre 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 you can see hit you with an attack you can use your reaction to halve the attack’s damage against you. Master Huntsman At 20th level, on a sucessful attack you can choose to critically hit a creature instead. This feature exhausts one of your uses of Mark (you may end your current Mark to use this feature). Gloom Stalker Conclave Gloom Stalker's 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 in trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can enter the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in shadows. 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 and doesn't count against the number of ranger spells you know. Gloom Stalker Magic Ranger Level Spells 3rd Disguise Self 5th Rope Trick 9th Fear 13th Greater Invisibility 17th Seeming Stalker’s Mark At 3rd level you have learned to hunt your Marked target with such speed that you can turn a miss into an attack. Once per round if you miss an attack against your Marked target, you can make another attack as part of the same action. Umbral Sight At 3rd level you gain Darkvision out to a range of 60ft. If you already have Darkvision from your race, its range increase 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 darkness. Extra Attack Beginning at 5th level you can attack twice, instead of once, whenever you take the attack action on your turn. Iron Mind At 7th level your mind is an impenetrable wall and you know how to react quickly. You gain proficiency in Wisdom saving throws and you gain a bonus to initiative equal to your Wisdom modifier.

Dread Ambusher Beginning at 11th level you become an expert at the art of ambush. At the start of combat, you gain the following benefits for the first round of combat • Advantage on Attacks • 1 additional attack as part of the attack action • 10 feet of movement • You can mark a creature as a free action Shadow Mail At 15th level you learn to wrap shadows around yourself to hide better. In dim-light or darkness you have the benefits of half-cover. Blind Mark At 20th level you have become a master of non-detection. When you Mark target they lose the ability to detect you with their sight, blindsight, and tremorsense. Horizon Walker Conclave Those who accept this conclave guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherwordly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and 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 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 and doesn't count against the number of ranger spells you know. Horizon Walker Magic Ranger Level Spells 3rd Identify 5th Misty Step 9th Haste 13th Dimension Door 17th Teleportaion Circle Walker’s Mark At 3rd level any time you make a melee weapon or ranged weapon attack against your marked target, all the damage dealt from the attack is treated as force damage. Detect Portal At 3rd level you gain the ability to magically sense the presence of planar portal. As an action you detect the distance and direction of the closest planar portal within 1 mile of you Once you use this feature you cannot use it again until a short or long rest. Extra Attack Beginning at 5th level you can attack twice, instead of once, whenever you take the attack action on your turn. Distant Step At 7th level you gain the ability to teleport 10 feet before each attack to an unoccupied space you can see. Phase Strike By 11th level you gain the ability to strike through the defenses of your foe. If you hit a creature with your first attack in a round, you next attack (whether it hits or misses) will have the effects of vulnerability on the target. This effect can only be gained once per round. Spectral Defense Starting at 15th level, your ability to move through planes enables you to slip through the planar boundaries to lessen 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. Planar Warrior At 20th level you have become a master of portals and hunting creatures from anywhere in the planes. You gain the ability to open a portal within 30 feet of your marked target. After casting the portal it remains open for 1 hour. You can use this ability once, this feature recharges on a long rest. Monster Slayer Conclave The members of the Monster Slayer Conclave have dedicated themselves to hunting down creatures of 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. 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 and doesn't count against the number of ranger spells you know. Monster Slayer Magic Ranger Level Spells 3rd Protection from Good and Evil 5th Zone of Truth 9th Magic Circle 13th Banishment 17th Hold Monster Slayer’s Sense At 3rd level you learn to magically peer through your Marked target’s defenses. if it is within 30 ft of you, you can use a bonus actiont to discern its damage resistances, vulnerabilities and immunities.

Slayer's Rebuff You are skilled in divining the actions of your opponent. At 3rd level, once per round, when a hostile creature makes a weapon attack against you, you can use your reaction to roll your mark die and subtract that number from the assailant's attack roll. Extra Attack Beginning at 5th level you can attack twice, instead of once, whenever you take the attack action on your turn. Supernatural Defense At 7th level you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Mark forces you to make a saving throw and whenever you make an ability check to escape a grapple add your Mark Die to the roll. Slayer’s Counter At 11th level you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Mark forces to make a saving throw you can use your reaction to make one weapon attack against the quarry. You make this immediately before making the saving throw. If your attack hits you automatically succeed on the saving throw, in addition to the attacks normal effects. Magic User’s Nemesis By 15th 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. This feature exhausts one of your uses of Slayer’s Mark (you may end your current Mark to use this feature). True Slayer Beginning at 20th level you become a master of injuring your marked target. You gain the ability to ignore resistances and treat immunity as resistance against your marked target. Beast Master Conclave The Beast Master conclave emobdies a friendship between civilized races and the beasts of the world. United in focus, beast and ranger work together as one to fight the monstrous foes that threaten civiliaztion and the wilderness alike. Emulating the Beast Master conclave measn committing yourself to this ideal, working in partnership with an animal as its companion and friend. Animal Companion At 3rd level you make a bond with a Companion of your choosing, the Companion starts at 3rd level, the same as when the player recieves the Animal Companion. As you level up the Animal Companion does as well, taking Ability Score Improvements and gaining hit points accordingly. You and the beast have a deep bond and if one of you falls unconscious, the other does as well temporarily. If the companion were to fall unonscious the player falls unconscious until the end of your next turn. And if the player falls unconscious the companion falls unconcious until the end of your next turn. Your Animal Companion also gains the benefits of your Favoured Enemy, Mark, Vanish, and Feral Senses features. What is the Animal Companion? The animal companion can be any animal or creature. The Small Companion could be an owl, an eagle, or a bat. The Medium Companion could be a wolf, panther, or giant badger. The Large Companion could be a elephant, bear or giant elk. Speak to your DM before deciding. You gain the ability to command your Animal Companion using free actions, these could be in the form of whistles, hand commands, or there could be a telepathic bond between you and the beast. You and your Animal Companion share initiative, and you can use your beast’s Dexterity modifier for your initiative score. Your animal companion also gains the benefit you receive from your Mark feature as well as your Favoured Enemy and Greater Favoured Enemy feature. You each have an action, bonus action and movement however if you command your Animal Companion to use the attack action you can not use the attack action yourself. Your Animal Companion uses your proficiency bonus and is the same level as you. Your companion gains two beast skills of your choice. The player must decide which stat block to use for the Animal Companion. If the companion dies, the player can find a new one with 8 hours of work. Beast Skills Attribute Skill Strength Athletics Dexterity Acrobatics, Sleight of Hand, Stealth Wisdom Insight, Perception, Survival Charisma Intimidation, Performance, Persuasion Coordinated Attack Beginning at 5th level you and your companion have learned to work as one, once either you or your Animal Companion attack, the other can attack. Selfless Defense By 7th level you can force an attack against your Animal Companion to hit you instead if you are both within range of the attack, and your Animal Companion can force an attack against you to hit it instead if you are both within range of the attack.

Extra Attack Beginning at 11th level either you or your Animal Companion can attack twice, instead of once, whenever you take the attack action on your turn. Additionally you Companion's attacks count as magical for the purposes of overcoming resistances. Spirit Bond At 15th level, you and your Animal Companion are more than just allies, your bodies and spirits are bound by the primal essences which you can control. When you cast a spell targeting yourself, you can also affect your Animal Companion, if it is within 30 feet of you. Beast and Master as One The Ranger and Companion operate in harmony now. At 20th level if the player or companion miss their second attack using the extra attack feature, the other can make a second attack. Small Companion Small Beast Armor Class 13

13 Hit Points 12 (3d6+0)

12 (3d6+0) Speed 10ft. fly 40ft.

10ft. fly 40ft. Level 3 STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 6 (+1) Hit Dice 3d6

3d6 Beast DC 8 + Proficiencey + Strength modifier Actions Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) slashing damage. Features 3rd Level. Keen Sight. The Small Companion has advantage on Wisdom (Perception) checks that rely on sight.

Keen Sight. The Small Companion has advantage on Wisdom (Perception) checks that rely on sight. 3rd level Flyby. The Small Companion does not provoke opportunity attacks when it flies out of an enemies reach

Flyby. The Small Companion does not provoke opportunity attacks when it flies out of an enemies reach 7th level Assisted Fall. If the Small Companion is within 40ft. of you while you are falling, it can grab you and slow your descent to 60ft. per round. While holding you, the Small Companion cannots use it's movement.

Assisted Fall. If the Small Companion is within 40ft. of you while you are falling, it can grab you and slow your descent to 60ft. per round. While holding you, the Small Companion cannots use it's movement. 11th level Distraction. If the Small Companion makes a succesful attack against a creature, the next attack made against that creature will have advantage.

Distraction. If the Small Companion makes a succesful attack against a creature, the next attack made against that creature will have advantage. 15th level Assisted Jump. The Small Companion can use its action to grab a creature friendly to it and carry it up to 20 ft. in the air, but it must land at the end of its turn or else it will drop the creature it is holding. While using this feature both the creature and companion have the effects of Flyby.

Medium Companion Medium Beast Armor Class 13

13 Hit Points 21 (3d8+1)

21 (3d8+1) Speed 40ft.

40ft. Level 3 STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (+1) Hit Dice 3d8

3d8 Beast DC 8 + Proficiencey + Strength modifier Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) slashing damage. Features 3rd Level. Keen Hearing and Smell. The Medium Companion has advantage on Wisdom (Perception) checks that rely on sight or smell.

Keen Hearing and Smell. The Medium Companion has advantage on Wisdom (Perception) checks that rely on sight or smell. 3rd level Pack Tactics. The Medium Companion has advantage on an attack roll against a creature if at least one of the Medium Companion's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Pack Tactics. The Medium Companion has advantage on an attack roll against a creature if at least one of the Medium Companion's allies is within 5 ft. of the creature and the ally isn't incapacitated. 7th level Running Leap. with a 10ft running start, the Medium Companion can make a long jump up to 30 ft.

Running Leap. with a 10ft running start, the Medium Companion can make a long jump up to 30 ft. 11th level Pounce. If the medium companion moves at least 20 ft in a straight line the target must make a strength saving through against the Beast DC, if the target fails it is knocked prone, if the target is knocked prone the Medium Companion can make a bite attack as a bonus action.

Pounce. If the medium companion moves at least 20 ft in a straight line the target must make a strength saving through against the Beast DC, if the target fails it is knocked prone, if the target is knocked prone the Medium Companion can make a bite attack as a bonus action. 15th level Rampage. When the Medium Companion is reduced to 0 hitpoints it can immediately move up to half its speed and make one bite attack Large Companion Large Beast Armor Class 11

11 Hit Points 28 (3d10+2)

28 (3d10+2) Speed 30ft. climb 25ft

30ft. climb 25ft Level 3 STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 6 (+1) Hit Dice 3d10

3d10 Beast DC 8 + Proficiencey + Strength modifier Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d10 + 1) slashing damage. Features 3rd Level. Keen Smell. The Large Companion has advantage on Wisdom (Perception) checks that rely on smell.

Keen Smell. The Large Companion has advantage on Wisdom (Perception) checks that rely on smell. 3rd level Sure-Footed. The Large Companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Sure-Footed. The Large Companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. 7th level Defensive Stance. When a creature the Large Companion makes an attack, the Large Companion can impose disadvantage on that attack with its reaction.

Defensive Stance. When a creature the Large Companion makes an attack, the Large Companion can impose disadvantage on that attack with its reaction. 11th level Ovewhelm. When the large companion makes a successful attack on a creature, that creature must make a Strength (athletics) or Dexterity (Acrobatics) skill check made against the Large Companion’s Beast DC, if the target fails it is considered grappled. The Large Companion can only grapple one creature at a time.

Ovewhelm. When the large companion makes a successful attack on a creature, that creature must make a Strength (athletics) or Dexterity (Acrobatics) skill check made against the Large Companion’s Beast DC, if the target fails it is considered grappled. The Large Companion can only grapple one creature at a time. 15th level Relentless. – If the Large Companion is reduced to 0 hitpoints it can instead drop to 0 hitpoints, this feature cannot be used again until the Large Companion finishes a long rest Variant Companions There are two variant Aniaml Companion types. Check with the DM before using them. Aquatic Companion Subterranean Companion