Solar_p Ranger v.1 work in progress -When the need is greatest, Nature will intertwine the destinies of two creatures.-

__ This rework tries to replace the PHB Ranger's Spellcasting, Favoured Enemy and Natural Explorer with one of five unique Companions and aims to preserve all subclasses, with the exception of Beast Master, in the process Art This is unofficial Fan Content permitted under the Fan Content Policy.

Not approved/endorsed by Wizards.

Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC

Solar_p Ranger Ranger Level Proficiency Bonus Features Commands Known 1st +2 Companion -- 2nd +2 Fighting Style, Commands 1 3rd +2 Ranger Archetype, True Grit 1 4th +2 Ability Score Improvement 2 5th +3 Extra Attack 2 6th +3 Soul Bond 3 7th +3 Ranger Archetype 3 8th +3 Ability Score Improvement 3 9th +4 Force of Nature 9 or 13 4 10th +4 Companion, Hide in Plain Sight 4 11th +4 Ranger Archetype 5 12th +4 Ability Score Improvement 5 13th +5 - 6 14th +5 Companion, Vanish 6 15th +5 Ranger Archetype 7 16th +5 Ability Score Improvement 7 17th +6 - 8 18th +6 Feral Senses 8 19th +6 Ability Score Improvement 8 20th +6 Foe Slayer 9 C o m p a n i o n The Ranger has formed an unbreakable bond with an extraordinary beast: a strange puppy, an alluring avian, a mysterious foobeast, a serene spirit animal or an eerie swarm. Leveling Up Whenever you gain a new Hit Die, proficiency bonus or Ability Score Improvement, your companion's abilities also improve. It will add its proficiency bonus to its attack rolls, armor, skills, saving throws and ability DC. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to, but retains its reaction. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action or let it attack twice. If you end your turn without issuing a command or standing order it will take the Dodge action. If you drop to 0 hit points and fall unconscious, leave or are otherwise permanently removed from combat, the companion may act freely at the DM's discretion. Your choice grants them features at 1st level (and again at 6th, 10th, and 14th level). C o m m a n d s In your travels with your companion you have learned to cover each others backs. Each companion knows the commands detailed in its statblock. Starting at 2nd level, you gain one additional command of you choice. Your command options are detailed at the end of the class descriptions. When you gain certain ranger levels, you gain additional commands of your choice, as shown in the Commands Known column of the Ranger table. Additionally, when you gain a level in this class, you can choose one of the commands you know and replace it with another command that you could learn at that level. T r u e G r i t You are unsoftened by the comforts of civilization. While others collapse tired after a long day of hiking through the scorching heat, you and your companion are still fresh and ready to take the first shift guarding the campsite. When you gain a level of Exhaustion, you ignore its negative effects until they reach an Exhaustion level equal to your Constitution modifier (minimum 2), after which your neglect will catch up with you. In addition, finishing a short rest reduces your and your companions exhaustion level by 1 and finishing a long rest by 2, provided that you have also ingested some food and drink. S o u l B o n d At 6th level, your bond has depend even more. If one of you dies while the other resides on the same plane of existence, your soul will seek refuge in the others body. As an action, if you touch the body of your friend, who has died within the last minute you can return them to life with

1 hit point. This won't return them to

life if they have died of old age,

nor can it restore any missing

body parts. You can't do so again until

you finished a long rest. In this state the

following rules apply: Art: Jason Chan © Wizards of the Coast 2

Your game statistics are replaced by the statistics of the temporary body, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the companion. You also retain any commands they've learned and you can use them normally inside the companions body.

You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast companion.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your temporary body also has that sense.

You both die when the host body dies. If your companion can't recover your body or reach it in time, your soul and mind will linger for one day until the sun sets for the second time, at which point your soul will move on into the afterlife. You can carry the soul of your companion for one year and a day after which it, too, will fade. During that time you can attempt an ancient ritual and try to reshape its body. Enter the wilderness alone to find a sacred place of raw nature and with the help of rare herbs and the heart of a slain foe, you enter a deep trance. This spiritual journey in your mind, will last for five hours, after which you'll awaken with the revived body of your companion laying at your side. Alternatively, this will result in a new companion. F o r c e of N a t u r e At 9th level, the natural arsenal of you companion became just a little bit more potent. All its natural weapons are now magical for the purpose of overcoming resistances and immunities Extraordinary Beasts The unseen force that put these beasts into the path of those fated rangers made sure they have the strength to full-fill their destiny. Evolution took some unexpected twists and turns, not always forward, to produce those extraordinary representatives of nature's unmatched aptitude to adapt and survive. Companion Options For strange Puppy, alluring Avian and mysterious Foobeast

Choose at the start of the game. The Ranger may use one of their attacks to give this command. Crush. Melee Weapon Attack: +‡‡ to hit, reach 5 ft., one target. Hit: (1d8 + #) †† damage, and the target is grappled (escape DC ††). Ram. Melee Weapon Attack: +‡‡ to hit, reach 5 ft., one target. Hit: (1d6 + #) †† damage, if the companion moves at least 20 feet straight toward a creature right before hitting it with this attack, the target takes an extra (1d6) †† damage and must succeed on a DC †† saving throw or be knocked prone. Spit. Ranged Weapon Attack: +‡‡ to hit, reach 15 ft., one target. Hit: (1d8 + #) acid damage, and the target must succeed on a DC †† saving throw or be blinded until the end of its next turn. Quills. Ranged Weapon Attack: +‡‡ to hit, reach 30 ft., two targets. Hit: (1d4 + #) †† damage each. Venom. Melee Weapon Attack: +‡‡ to hit, reach 5 ft., one target. Hit: (1d4 + #) †† damage, and the target must make a DC †† Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Jolt. Melee Weapon Attack: +‡‡ to hit, reach 10 ft., one target. Hit: (1d8 + #) †† damage, and the target must make a DC †† Strength saving throw or be knocked back back 5ft.

. †† pick one damage type appropriate to your companion: bludgeon, piercing, slashing,

pick one damage type appropriate to your companion: bludgeon, piercing, slashing, †† the companions command DC

the companions command DC ‡‡ the companions command ability + proficiency bonus

the companions command ability + proficiency bonus # Strength, Dexterity or Charisma modifier Art: Lucas Graciano © Wizards of the Coast 3

S t r a n g e ♦ P u p p y - You raised this, now not so little, rascal since you found it abandoned in the wilds. -

On the first glance the puppy resembles a normal representative of its species, aside from the fact that it keeps growing, still. But something is not quite right, a bear might sprout massive antlers or grow webbed paws that allows it to swim like an Otter Skills: Choose one from Athletics, Stealth, Perception, Survival, Intimidation Strength(Intimidation) As the DM you should consider using the Variant: Skills with different abilities on page 175 in the PHB. Puppy Medium beast, unaligned Armor Class 15 natural armor

15 natural armor Hit Points 15 (1d12 + 3)

15 (1d12 + 3) Speed 40ft. and (a)climb 30ft. or (b)swim 40 ft. or (c)burrow 10ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 3 (-4) 10 (0) 6 (-2) Skills pick one

pick one Senses Darvision 30ft., passive Perception 10

Darvision 30ft., passive Perception 10 Languages - Commands. This companions command ability is Strength(command save DC 8+ proficiency bonus + Strength modifier) Evolution. Depending on your choice made under Speed. This puppy gains: (a)Standing Leap. The Puppy'y long long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. (b)Hold Breath. The Puppy can hold its breath for 15 minutes (c)Savage Attacker. Once per turn when the puppy rolls damage for a melee weapon attack, it can reroll the weapon’s damage dice and use either total. Actions/Commands Basic Training: see commands Choose two more at creation sidebar p. 2 Four Eyes At 1st level, you and your friend have learned to trust each other completely. As long as you are both conscious and can see each other, you can't be surprised and creatures don't gain advantage against you from being hidden. Absolute Unit By reaching 10th level, your companion has finally matured, it has grown in size and proportions. From now on it is a large beast, its Strength and Constitution score increase by 2 and its natural weapons will do an additional 1d4 damage on each attack. Blood Bonds At 14th level, if one of you suffers, you suffer both. When you are within 20 feet of each other you'll evenly split the damage you both take. This damage is necrotic, if you take damage at the same time form the same source, add each individual hit together and divide the result evenly, half of which is necrotic - if both of you get hit by a fireball that does 20 damage, and one of you succeeds on their saving throw, you'll both take 8 fire damage and 8 necrotic damage, for example. limitation? Art: Nils Hamm © Wizards of the Coast 4

A l l u r i n g ♦ A v i a n - Your little winged buddy lands on your outstretched arm, vivid images of the vast plain ahead enter your mind - The alluring avian is a winged critter of absolut beauty, that accompanies you on your travels. Whether it looks like a colourful long-tailed paradise bird or like a weird hybrid of green-pink monkey and dragonfly, they are breath-takingly exquisite and by nature proud but curious creatures. If one is lucky enough it will allow a like-minded adventurer to follow them and bath in their splendour. Yes, allow! Skills: Choose two from Acrobatics, Performance, Stealth, Perception, Survival, Eye in the Sky You can see the world through the sharp eyes of your flying friend. With the guidance of your flying friend you can travel at full speed in difficult terrain. Strong Wings At 10th level, your companions wings have become stronger, strengthened by the challenges you've endured together. As a reaction it can grasp and lift any medium sized creature, within 10 feet off the ground, its speed is halved while doing so. It will gain one level of Exhaustion for every 3 rounds of flight. It can't do so again until it finishes a short rest. Skybound At 14th level the Avian can temporarly grow to the size and strength of an adult dragon, it can't attack in this form and it is able to comfortably carry 5 medium sized creatures. When the avian loses its concentration (as if it were concentrating on a spell), it reverts back to its original size and is stunned until the start of its next turn and gain 1 level of exhaustion for every five hours of travel past the first. It can't do so again until it finishes a long rest. Avian Small beast, unaligned Armor Class 14

14 Hit Points 10 (1d8 + 0)

10 (1d8 + 0) Speed 10ft., fly 60 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 10 (0) 4 (-3) 16 (+3) 14 (+3) Skills pick two

pick two Senses Darkvision 120 ft., passive Perception 13

Darkvision 120 ft., passive Perception 13 Languages - Commands. This companions uses Dexterity for its attack and command ability save DC 8 + proficiency bonus + dexterity modifier Keen Sight. The avian has advantage on Wisdom (Perception) checks that rely on sight. Eye Candy. As long as this alluring creature is perched on your shoulders, you gain advantage on Persuasion checks Flyby. The avian doesn't provoke opportunity attacks when it flies out of an enemy's reach. Actions/Commands Basic Training: see commands Choose one more at creation sidebar p. 2 Art: Sidharth Chaturvedi © Wizards of the Coast 5

H a r d y ♦ M o u n t Skills: Choose two from Athletics, Performance, Survival, Defensive Gale At 1st level, you've learned that mobility means safty. You both gain one armor class for every 20 feet you moved this turn while mounted on your companion, this bonus can't exceed your companions Constitution modifier. This bonus lasts until the start of your next turn. Horse-Nap While traveling at a normal pace on your mount, you both gain the benefits of a short rest. 1/long 10 defensive gale 10 feet. something Storm Rider At 14th level, riding on air 1/long Mount medium beast, unaligned Armor Class 13

13 Hit Points 13 (1d10 + 3)

13 (1d10 + 3) Speed 40ft., STR DEX CON INT WIS CHA 16 (+3) 10 (0) 16 (+3) 4 (-3) 8 (-1) 6 (-4) Skills pick two

pick two Senses passive Perception 9

passive Perception 9 Languages - Commands. This companions uses Strength for its attack and command ability save DC 8 + proficiency bonus + strength modifier Sure-Footed. The companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Beast of Burden. This companion is considered to be a Large animal for the purpose of determining its carrying capacity Actions/Commands Basic Training: see commands Choose one more at creation sidebar p. 2 Art: Tomasz Jedruszek © Wizards of the Coast 8

M y s t e r i o u s ♦ F o o b e a s t - Guardians of ancient temples and sacred places, with an incorruptible hate for all evil creatures. -

Foo beasts are extraordinarily rare they appear as a medium sized animal with the golden mane of a lion and bright colourful short fur, feathers or scales. Many variants have been known to exist, but they are most commonly encountered in the form of a big heavily muscled mastiff. Skills: Choose two from Athletics, Stealth, Perception, Survival, Intimidation Strength(Intimidation) As the DM you should consider using the Variant: Skills with different abilities on page 175 in the PHB. Foobeast Medium beast (celestial), neutral good Armor Class 14 natural armor

14 natural armor Hit Points 12 (1d10 + 2)

12 (1d10 + 2) Speed 40ft. and (a)climb 30ft. or (b)swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 4 (-3) 14 (+2) 10 (0) Skills pick two

pick two Senses Darkvision 60ft., passive Perception 12

Darkvision 60ft., passive Perception 12 Languages - Commands. This companions command ability is Strength(command save DC 8 + proficiency bonus + Strength modifier) Keen Hearing and Smell. The Foobeast has advantage on Wisdom (Perception) checks that rely on hearing or smell. Smell Evil. As a bonus action it will sniff the surroundings, it will find any aberration, hag, fiend, or undead within 30 feet of it. The smell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Zeal. As a reaction to Smell Evil, the foobeasts claws and fangs glow with radiant light, it gains resistance against necrotic damage until the start of its next turn. Also, the ﬁrst time it hits with a melee attack on its next turn, claws will do radiant damage instead. It can't do so again until it finished a long rest. Actions/Commands Basic Training: see commands Choose one more at creation sidebar p. 2 Tracking At 1st level with the help of your foo beast you track the movements of a group or individual. Make a Wisdom(Survival) check with advantage and if you succeed you both gain advantage on Wisdom(Perception) and Dexterity(Stealth) checks against your marks as long as you follow their trail. You may only track one group at a time. Exalted Touch At 1st level, as action the foobeast will touch one vial of water and cause it to become holy water. It can't do so again until it finished a long rest. Punish the Wicked At 10th level the foobeasts hatred for evil deepens. Once on each of its turns when the foobeast missed with a weapon attack against an evil creature, it can make another weapon attack as part of the same action. In addition, it can use Punish the Wicked at will. Interdict Evil At 14th level the foobeast gains the ability to cast Aura of Life, Aura of Purity or Hallow. It can't do so again until it finished a long rest. © Jagex - Concept art of the RuneFest Honourable Foo Lion 6

W a t c h f u l ♦ S p i r i t - A small deer skips on invisible ground through the twilight, trees visible through its softly glowing translucent form - Sometimes, nobody knows why, the spirit of an animal will attach itself to the soul of a new born child. It will gently guide and protect this child until it is old enough that the spirit will reveal its presence and purpose to them. Skills: Choose three from Nature, History, Religion, Arcana, Animal Handling, Medicine, Insight, Perception, Survival, Deception, Persuasion, Performance Soothing Light Starting at 1st level, the ranger and spirit animal work together to soothe the ailments of the group. On a short rest, roll +1 hit dice The extra hit dice increase when you reach certain levels in this class: to two at 9th level, to three at 13th level, and to four at 17th level. Spirit Shield 10: reaction temp hp, Super Spirit Shield better spirit shield freedom of movement, etherealness? Watchful Spirit Small beast (fey), same as ranger Armor Class 13 natural armor

13 natural armor Hit Points 6 (1d4 + 0)

6 (1d4 + 0) Speed 0ft. fly 50 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 10 (0) 10 (0) 14 (+2) 16 (+3) Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison

Poison Condition Immunities Grappled, Poisoned, Prone, Restrained

Grappled, Poisoned, Prone, Restrained Skills Pick three

Pick three Senses Darkvision 60 ft., passive Perception 12

Darkvision 60 ft., passive Perception 12 Languages one language of your choice Commands. This companions command ability is Charisma(command save DC 8 + proficiency bonus + Charisma modifier) Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. Ephemeral. The spirit can't wear or carry anything. Variable Illumination. The spirit sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The spirit can alter the radius at will. Actions/Commands Basic Training: see commands Possession. As a bonus action you ask that the spirit enters a creature it can see within 5 feet of it, it must succeed on a DC †† Charisma saving throw or be possessed by the Spirit Guide; the spirit then disappears and can't be targeted by any attack, spell, or other effect, except ones that turn or frightened. You may choose to impose advantage or disadvantage on its host's next attack roll and may do so gain in future turns as a bonus action. While the spirit resides within you, you share all skill proficiencies and you gain a second reaction, you can't use two reaction on the same turn. The possession lasts until the creature dies, you end it as a bonus action, or the spirit is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 feet of the body. Art: Lius Lasahido © Wizards of the Coast 7

E e r i e ♦ S w a r m - A jolly traveler glad in iron and bearskin, on his back a hollow tree trunk that houses the court of his queen - description of the Amber Knight Rangers that befriend the crawling and buzzing creatures of the world are often a strange and quirky bunch. Their goals as alien and uncomprehensible as their little allies. Skills: Choose two from Stealth, Acrobatics, Investigation, Survival Dexterity(Investigation) As the DM you should consider using the Variant: Skills with different abilities on page 175 in the PHB.

The idea is, for the tiny creatures to get into every nook and cranny to find hidden rooms, objects or structural weaknesses. Pheromones At first level, as an action you can pluck one insect from your hive and attach it to a creature or object you can see. For the next week it will spread a trail of pheromones everywhere it goes which can be picked up by the other members of the swarm. The pheromones linger for 24hours after which they will disperse. You can't do so again until you finished a long rest. Woke By the time you reached 10th level, something has stirred in your mind, something alien and vast. You have become fully aware of every tiny mind inside your new family and they become almost like an extension of yourself. You know where every drone of your hive is at all times and can pinpoint their direction anywhere on the same plane of existence. The swarms Intelligence, Wisdom and Charisma are now the same as your own. MORE? Metamorphosis Transform into swarm Swarm Medium swarm of Tiny beasts, unaligned Armor Class 12 natural armor

12 natural armor Hit Points 10 (1d8+2)

10 (1d8+2) Speed 20ft. and (a)burrow 20ft. or (b)fly 30 ft. STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 14 (+2) 2 (-4) 7 (-2) 1 (-5) Damage Resistances Bludgeoning, Piercing, and Slashing

Bludgeoning, Piercing, and Slashing Condition Immunities Charmed, Frightened, Grappled, Paralysed, Petrified, Prone, Restrained, Stunned

Charmed, Frightened, Grappled, Paralysed, Petrified, Prone, Restrained, Stunned Skills none

none Senses Blindsight 10ft., passive Perception 8

Blindsight 10ft., passive Perception 8 Languages - Commands. This companions uses Dexterity for its attack and command ability save DC 8 + proficiency bonus + dexterity modifier Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. Diminished. The swarm will do half damage if the swarm has half of its hit points or fewer Actions/Commands Basic Training: see commands Plague: Melee Weapon Attack: +‡‡ to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) †† damage, or 2 (1d4) †† damage if the swarm has half of its hit points or fewer. Art: Tomasz Jedruszek © Wizards of the Coast 8

Commands Command save DC = 8 + your proficiency bonus + companion's modifier

the companion must be able to see or hear the commands of the ranger

the companion must fulfill all prerequisites Basic Training As a bonus action, on any of your turns when your beast companion doesn’t attack, you can command the beast to take the Dash, Disengage, Dodge, or Help action on its turn, instead. Alpha Beast Prerequisite: 7th level For 1 minute, the companion's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category -- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The companion's claws and fangs also grow to match its new size. While these claws and fangs are enlarged, the companion's attacks with them deal 1d4 extra damage. After it will gain one level of exhaustion. You can’t do so again until it finishes a long rest. Adrenalin Surge Prerequisite: 6th level You and your companion enter a state of heightened metabolism which lasts for 10 minutes. Choose one: Run: Your speed is increased by 10 feet until the effect ends after one hour. Hold Breath: You can hold your breath for 10 minutes. Jump: Your jump distance is tripled for 10 minutes. Afterwards you come down hard and both gain one level of exhaustion. 1/short Balance of Life Prerequisite: Spirit Animal As an action you order the spirit to Dash and swoop through the creatures on the battlefield. It may cast Bless or Bane on up to three creatures whose bodies it touched for 1 minute. At the cost of Exhaustion, it can target two additional creature for each level it gained. 1/short Crawling Horror Prerequisite: 7th level, Swarm The swarm besets a target creature on their square and crawl into every orifice. Until the end of its next turn, that creature is blinded, deafend and unable to speak intelligibly or cast verbal spells(DC?). 2/short Feign Death As a reaction to an attack the companion will play dead and curl up into a ball. Until the start of your next turn or if it performs a different action, it has a +5 bonus to AC, including against the triggering attack. 3/short Fetch Prerequisite: Avian

The companion uses the dash action and grabs an object along the way. If the object is worn or carried by a creature, it must make an ability check with its command ability contested by that creature’s Strength check. If it succeeds, it takes the object away from that creature and can finish its dash.

1/short Flight Response The companion flees to safety to lick its wounds. It uses the Dash action and attempts to hide, make a Dexterity(Stealth) check. Until the end of its next turn it is incapacitated and will recover two hit points per hit dice. 1/short Pack Tactics Prerequisite: Strength or Dexterity 16 As an action, you command your companion to flank a creature you can see within 5 feet. Both make a weapon attack with advantage. Howl Prerequisite: 8th level, Intimidate The companion howls and growls in an horrifying display of primal aggression. Each hostile creature in a 10-foot radius must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for one minute. While frightened by this ability, a creature must take the Dash action and move away from the companion by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to your companion, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. You can’t do so again until it finishes a long rest. Incubation Prerequisite: Swarm A creature that starts its turn inside the swarms square must succeed on a Constitution save or lose concentration. In addition the Swarm will replenish their numbers by 1d6 hit point whenever a creature dies on their square. The Swarm can replenish additional numbers, when you reach higher levels: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. 9

Maul Prerequisite: Strength 16 As an action you command your companion to make a melee weapon attack, doing (1d12 + ‡‡) †† damage. The companion can attack more than once, when you reach higher levels: two attacks at 5th level, three attacks at 11th level and four at 17th level. You can direct the companion to attack the same target or a different one in reach. Make a separate attack roll for each attack. It can use its movement between each attack. Pack Leader Prerequisite: Dexterity 16 When your companion is within 10 feet of the same target you've hit with a weapon attack, it takes an extra 1d6 damage from your companion. The companion has to be able to move freely. Plague Prerequisite: 17th level, Swarm The swarm multiplies and expands until it fills a 20-foot-radius sphere. It spreads around corners, remains for the duration, and its area is lightly obscured and difficult terrain. When the swarm appears, each creature in its area must make a Constitution save. A creature takes 4d10 †† damage on a fail, or half on a success. It must also make this saving throw when it enters the spell's area for the first time or ends its turn there. The swarm gains one level of Exhaustion for the first 10 rounds and one more for every 5 rounds thereafter. You can’t do so again until it finishes a long rest. Protect When creature within 5 feet of your companion is targeted by a ranged attack or needs to make a Dexterity save, it can use its reaction to push the creature out of harms way. Roll a d8 and add it to the targets armour or Dexterity save. Pygmyzation Prerequisite: 4th level, Puppy, Avian, Foobeast For 1 minute, the companions's size is halved in all dimensions, and its weight is reduced to one eighth of normal. This reduction decreases its size by one category -- from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's fangs and claws also shrink to match its new size. While these fangs and claws are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). 2/short Restore Prerequisite: level, Spirit Animal The Spirit Animal's essence can heal wounds. It has a pool of healing power that replenishes when it takes a long rest. With that pool, you can restore a total number of hit points equal to its hit dice x 5 ???. As an action and while the spirit possesses a creature, xou can command it to draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, it can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. It can cure multiple diseases and neutralize multiple poisons with a single use of Restore, expending hit points separately for each one. This feature has no effect on undead and constructs. Soothe Prerequisite: 10th level, Puppy, Avian, Foobeast, Spirit As an action, you and your companion touch each other and transfer hit points until you reach a state of near perfect equilibrium. Should this put one of you over your maximum hit points you will gain the excess as temporary hit points. In addition this will also suppress any effect causing a target to be charmed or frightened as long as they stay within 5 feet of each other. When this proximity ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. 1/short Spiralling Crescendo Prerequisite: Spirit Animal As an action you command you companion to Dash, it will swoop through the first two hostile creatures on its path. Make a weapon attack against the first creature. On a hit deal 1d10 necrotic damage and gain a shield of temporary hit points equal to the damage dealt. The Spirit Animal then moves on to the second creature and releases its remaining shield in a bright flash. The creature takes radiant damage equal to the shield released. The companion can swoop through additional creatures before releasing its growing shield, when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level. You can direct the companion to attack the same target or a different one. Make a separate attack roll for each attack. Storm of Claws and Steel Prerequisite: 17th level, Strength or Dexterity 16 You and your Companion charge into battle to strike like a wind of steel and claws. You both choose up to three creatures you can see within 30 feet. Make a melee weapon attack against each target. On a hit, a target takes 5d10 †† damage. You end your charge in an unoccupied space you can see within 5 feet of one of the last target you hit or missed. You can’t do so again until it finishes a long rest. Swarm Prerequisite: Swarm Burrow: dig hole under creature Fly: obscure like fog cloud 10

Share Magic:

swift quiver replacement?

improvements on companion traits? 11

old average damage, no subclasses Level DW HXB Swift GoN SWS 1st 13 13 2nd 24 20 3rd 4th 26 22 5th 39 33 6th 7th 8th 39 42 9th 10th 11th 39 42 49 12th 13th 14th 15th 16th 17th 68 5x33 18th 19th 20th +3-5 +3-5 +3-5 +3-5 DW = Dual Wielder feat at 1, 100% Hunter's Mark and TWF at 2, ASI at 4

HXB = Crossbow Expert at 1, 100% Hunter's Mark at 2, ASI at 4, 30% Sharpshooter at 8

Swift = Swift Quiver Heavy crossbow, crossbow expert, 100% Hunter's Mark, 30% Sharpshooter

GoB = Guardian of Nature, as DW +3d6

SWS = Steel Wind Strike overview Companion BA Reaction Action puppy FlightR,Pygmy,Howl Feign Death,Protect Soothe,Maul,SCS, Surge,PackTac,Alpha avian FlightR,Pygmy,Leader Strong Wings,Protect Soothe,SCS,Surge, PackTac,Fetch,Alpha, Skybound foobeast FlightR,Pygmy,Howl, Smell Evil Feign Death,Protect, Wicked Soothe,Maul,SCS, Surge,Interdict PackTac,Alpha spirit Possession Spirit Shield Soothe,Surge,Cresc, Balance,Restore swarm Incubation, Leader Protect Swarm,Plague,Infest, Surge,Enlarge, Pheromones,Meta vs new DW(P) HXB(P) maul maul_au breach 13 13 17(24) 13(20) 9 9 11 . 19(26) 15(22) 10 10 28(39) 22(33) 21 21 22 . . 26 26 28(39) 31(42) 28 28 . . 33 28(39) 31(42) 42 49 33 . . . . . . 56 66 44 . . . DW, HXB = as DW but no Hunter's Mark

(P) = Pack leader replaces HM on swarm and avian and matches old numbers

Maul = Maul + ASI 4,8 + Enlarge at 7

Maul_au = as Maul, Absolute Unit at 10 12