Almea's Guide to Vouri (1.3.1)

by masterandrei

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Almea's Guide to Vouri

Almea's Guide to Vouri

Introduction

This book is intended is made to be read as if the powerful wizard, Almea Vysoren, had written it, making it an exclusive in-world portrayal that can only be read within the inner sanctum of Libraries of the Occult Soul located at Trostenwald. Almea's own musings appear at the start of most sections in the book, which can be discerned by its font, coloring and tone, as shown below:


Thou shall be respectful to each tome in this library and treat it with utmost care. In fact, treat them as if your life depended on it. Because it does.























As you might have already guessed. Almea can be quite arrogant, cynincal, and opinionated. Almea can sometimes sell a subjective opinion on a master as an indisputable fact.

However, her haughty tone is probably well-deserved. She is the Keeper of Tomes at the Library of the Occult Soul, the highest title of anyone can hope to achieve at that prestigious monastery of knowledge in Trostenwald. There she is assisted with various researchers and monks of the Occult Soul while sending her most beloved raven familiar, Sirius, to fly amongst the lands of Vouri.














About This Book

This book is intended to aid stoytelling and worldbuilding to create characters that are immersed into the Lands of Vouri. Not all of the Character Options present in the book are original. Some of them were taken from other sources, adapated and changed.

All of the Character Options present in this book haven't been playtested yet and I am very much hoping to see players try out my homebrew!

Please tell me your opinions on the Character Options present in the book whether good, bad or anything to help me balance and know what to do next time.

Table of Contents

Martial Characters

Barbarian, fighter, rogue and monk: these are the classes with fresh options here. Not surprisingly, some of these are peculiarly well suited to the Vourian races in Chapter 2. Bloodthirsty bersekers, dragon-skinned warriors, arcane monks, muscle brute ruffians and duplicating rogues are just a few of the exciting options available to martial and rogue-type adventurers in Midgard.


Class Subclass Description
Barbarian Path of the Berseker, Revised Thrill in the chaos of battle, heedless of your own health or well-being
Barbarian Path of the Totem Warrior Accept the dragon's spiritual guidance and be filled with a dragon's wrath
Monk Way of the Occult Soul Awaken the arcane magic that lies dormant in your body and soul by through meditation and years of research.
Rogue Hundred Faced Archetype You adhere to an ancient art, through which you can split your body and mind into several selves.
Rogue Ruffian Archetype Steal and act as the muscle while facing the enemy head on.

Barbarian Subclass

Path of the Berserker, Revised

For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. At your option, you can pick from or roll on the Berserker Quotes table to create one of your character's more memorable quotes.

Berserker Quotes

d6 Quotes
1 "RAAAAAAARGHHHHH!"
2 "DEATH, DEAATH, DEAAAAAATH!"
3 "Don't make me angry... you won't like me when I'm angry."
4 "BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!"
5 "WAAAAAAAAAAGH!"
6 "STRIP THE FLESH! SALT THE WOUND!"

Path of the Berseker Features

Barbarian Level Feature
3rd Frenzy
6th Mindless Rage
10th Intimidating Presence
14th Gory Retribution

Frenzy

Starting when you choose this path at 3rd level, you can enter a frenzy as a bonus action whilst you are raging. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns. You can make this attack as part of the same bonus action used to enter a frenzy, and you can enter a frenzy as part of the same bonus action used to enter a rage.

If you enter a frenzy during your rage, you must a DC 10 Constitution saving throw when your rage ends. If you fail, you suffer one level of exhaustion (as described in appendix A). Each time you use this feature after the first, the DC increases by 3. When you finish a long rest, the DC resets to 10.

Mindless Rage

Beginning at 6th level, you ignore all effects of any levels of exhaustion you have whilst you are raging.

Additionally, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Gory Retribution

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Additionally, your rage damage is doubled against that creature until the end of your next turn.

I've once met one before. He was so angry he screamed through the whole day.

Even in his sleep, he screamed about tearing flesh from their skulls...couldn't sleep the whole night.

Barbarian Subclass

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbaric rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Dragon Totem Quirks

d6 Quirk
1 You keep your treasure in your bedroll.
2 You have dragon like horns that never go away after your first rage.
3 You occasionally refer to mortals as morsels.
4 You prefer your food having been treated by your element of choice.
5 Your burps can be a little bit... elemental.
6 You occasionally feel the need to practice your roaring.

Spirit Seeker

This feature remains unchanged from what is contained in the Player's Handbook

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thickskinned, or if your totem is the eagle, your eyes turn bright yellow.


Dragon. Choose a totem dragon from the Monster Manual (blue, black, green, red, white, brass, bronze, copper, silver, gold). When raging, your body becomes covered in the scales of your totem dragon granting you a +2 to AC and you gain resistance to the primary damage type of the respective totem's breath weapon.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice.


Dragon. A dragon's senses go above and beyond those of your average creature. You gain blindsight to a range of 30 feet. In addition you gain advantage on Wisdom (Perception) checks.














































Spirit Walker

At 10th level, if you have taken a dragon totem feature, when you can cast the commune with nature spell with this feature, you can also seek out dragons.

Totemic Attunment

At 14th level, you gain a magical benefit based on a totem animal of your choice.


Dragon. When raging a portion of the dragon's legendary resistance extends to you. While raging, you have advantage on all saving throws.

As my good black-feathered friend told me from the biting coldness of the north are a tribe of barbarians that could turn their skin into a white dragon's scales. Yes Sirius, it was both astounding and horrifying.

Monk

Monk Variant Feature

Replaces Stunning Strike

Starting at 6th level, tour martial arts die increases by one size (from d6 to d8). at 11th level it becomes a d10, and at 17th level it becomes a d12. Additionally, you gain a set of additional martial art abilities you can use. These share the Ki Save DC of your martial arts feature.

Path of Foes

When you hit a large or smaller creature within 5 feet with an unarmed strike or monk weapon, you can spend 1 ki point to exchange position with him.

Set Up

When you hit a creature with an unarmed strike or monk weapon, you can spend 1 ki point to give the next attack roll against them advantage.

Grappling Technique

When you hit a creature with an unarmed strike, you can spend 1 ki point to attempt to grapple them. When you grapple this way, you can use Acrobatics (Dexterity) even when initiating the grapple.

Design Notes:

Stunning Strike is a potent ability (one of the monk’s most potent abilities) but that’s what makes it a good target for a variant feature - replacing fundamental changes the monk’s playstyle in a way some will find refreshing.

Fighter

Variant Fighting Options

The following options can be used when the appropriate class features require a choice, or using the Martial Versatility option from the Tasha’s Cauldron of Everything.

Brace (Battle Master Maneuver). When you use your Second Wind feature, you can expend up to two superiority dice, adding the superiority dice to the number of hit points regained.

Eagle Scout (Battle Master Maneuver). When you make an Intelligence (Nature), a Wisdom (Perception), or a Wisdom (Survival) check, you can expend one superiority die and add it to the ability check.

Fencer (Fighting Style). When you roll a 1 or 2 on a damage dice for an attack you make with a light melee weapon, you fan reroll the die and must use the new roll, even if the new roll is a 1 or 2.

Recoup (Battle Master Maneuver). When you miss a creature with a weapon attack, you can use your reaction and expend one superiority die to immediately make another weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Relentless (Fighting Style). When you score a critical hit with a weapon or reduce a creature to 0 hit points with one, you move 10 feet without using any of your speed.

Scholarship (Battle Master Maneuver). When you make an Intelligence (Arcana) or an Intelligence (Religion) check, you can expend one superiority die and add the superiority die to the ability check.

Throw Down (Battle Master Maneuver). Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to shove the target as a bonus action. Add the superiority die to your Strength (Athletics) check. If you win the contest, you both knock the target prone and push it 5 feet away from you.

Versatile Fighting (Fighting Style). You can increase the size of one weapon die (for example from a d8 to a d10) for a weapon you are wielding (up to a d12). This stacks with the increase granted by the Versatile property.

Third Party Subclasses:

More Fighter subclasses that are related to the setting could be found in other Third Party Books such as:

Fighter: Gunslinger and Echo Knight: The Gunslinger Subclass is made by Matt Mercer as a 3rd Party Content and the Echo Knight is present in Explorer's Guide To Wildemount.

Monk Subclass

Way of the Occult Soul

Through countless hours of meditation, these monks are able to awaken the arcane magic that lies dormant in their body and soul using the years of research they have collected in the archives of the Occult Soul standing as some of the most well-respected and most heavily guarded repositories of tomes, history, arcana and information across the world.

These monks blend martial arts and spellcasting to a devastating effect. Through countless hours of meditation, these monks are able to awaken the arcane magic that lies dormant in their body and soul by the methods taught to them of the years of research they have collected over the decades. These monks blend martial arts and spellcasting to a devastating effect.

Way of the Occult Soul Features
Monk Level Feature
3rd Spellcasting, Foreseen Fighting
6th Arcane Forging
11th Flowing Defense
17th Master of Mind and Spirit

Spellcasting

Starting when you choose this tradition at 3rd level, you start to waken the arcane magic lying dormant in your body and soul allowing you to shape a portion of your Ki into spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn three cantrips: true strike and two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Way of the Occult Soul Spellcasting table 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 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 feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list.













The Spells Known column of the Way of the Occult Soul Spellcasting table shows when you learn more wizard spells of 1st-level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you known with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you learned your spells through deep meditation on the arcane magic that lies within. 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 wizard spell you can cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack bonus = your proficiency bonus +

your Wisdom modifier

Way of the Occult Soul Spellcasting

Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 3 3 2
4th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
16th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Foreseen Fighting

Starting at third level, when you cast true strike, you can do so as a bonus action and without needing to maintain concentration.

Arcane Forging

At 6th level, you learn a ritual that transforms one monk weapon of your choice into an arcane catalyst. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and transform it.

As part of this transformation, the weapon's damage type becomes force, and you can use your arcane catalyst as a spellcasting focus for your Way of the Occult Soul spells.

Flowing Defense

Beginning at 11th level, you learn to control the flow of magic directed toward you. You can use your reaction to deflect or catch the spell when you are hit by a ranged spell attack. If the spell has multiple ranged spell attacks, you can only deflect or catch one of them. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level.

If you reduce the damage to 0, you can seize control of the spell if you have at least one hand free. If you seize control of the spell in this way, you can spend 1 ki point per level of the spell seized (minimum of 1) to make a ranged spell attack with the spell, as part of the same reaction. The spell counts as a Way of the Occult Soul spell for the attack.

Master of Mind and Spirit

At 17th level, you've awakened the Arcane magic within your body and soul granting you the power to freely shape the form of your ki into spells. You can use your ki points to gain additional spell slots.

Creating Spell Slots. You can transform unexpended ki points into one spell slot as a bonus action on your turn. The Creating Spell Slots table table shows the cost of creating a spell slot of a given level. The created spell slots vanish at the end of a short or long rest.

Creating Spellslots
Spell Slot Level Ki Point Cost
1st 2
2nd 3
3rd 5
4th 6

The Libraries of the Occult Soul are currently supervised by yours truly, holding the collected tomes of history and arcane since the Knowing Maiden was upon us.

These monks are aspiring researchers of the arcane that aid me in seeking more knowledge of arcana.

Rogue Subclass

Hundred Faced Roguish Archetype

You adhere to an ancient art, through which you can split your body and mind into several selves. While your other selves are fragile due to being a fragment formed from you, they're able to scout ahead and assassinate your enemies. A Hundred Faced can turn a fair fight into a fatal ambush.

Hundred Faced Features

Ranger Level Feature
3rd Mind of a Hundred, Body of a Hundred
9th Soul of a Hundred
13th Inheritance of One
17th Legacy of All

Mind of a Hundred

Starting at 3rd level, every talent in the world can be found within your mind. You gain proficiency in one tool of your choice. Whenever you finish a short or long rest, you can replace that tool proficiency with another tool proficiency. At 9th level, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Body of a Hundred

Starting at 3rd level, you can split yourself into several. As an action, you can create a duplicate of yourself that lasts for 1 hour. It uses all of your statistics, except that it has a hit point maximum of 1, no temporary hit points, no ongoing effects such as spells, and 0 uses of any feature regained on a short or long rest. When the duration ends or it dies, it vanishes.

The duplicate obeys your commands. It takes its turn on your initiative, though it doesn't take an action unless you command it to, and it doesn't take bonus actions or reactions. On your turn, you can verbally command the duplicate where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, Help, Hide, or Use an Object action.

The duplicate is equipped with a copy of any armor you wear and any weapon or shield you wield when you create it, except that they have 0 charges and 0 uses of any property regained at a time of day. The copied equipment can't be thrown, disarmed, or dropped, and the duplicate can't use equipment except copied equipment and given ammunition.

The duplicate can't take any rests. If you are incapacitated or absent, it can't act. If a creature provokes an opportunity attack from it, you can use your reaction to have it make one.

You can create a duplicate a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.















Soul of a Hundred

At 9th level, you manifest your will through your other selves, regardless of distance. You can communicate telepathically with your duplicate and perceive through your duplicate’s senses as long as you are on the same plane of existence.

Additionally, while perceiving through your duplicate’s senses, you can speak through your duplicate in your own voice, and you can command it to act even if you're absent.

Inheritance of One

At 13th level, your other selves have surpassed you in their own way, they can be called your peers. When you create a duplicate, it has a hit point maximum equal to your rogue level and gains one of the following features of your choice.

Acceleration. The duplicate has doubled walking speed.

Aviation. The duplicate has a flying speed of 30 feet. Duration. The duplicate lasts for 8 hours instead of 1 hour.

Expansion. The duplicate is Large and has advantage on Strength checks and Strength saving throws.

Explosion. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and explode, each creature within 10 feet of it takes 4d6 fire damage. Salvation. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and gain temporary hit points equal to the amount lost.

Suppression. The duplicate is invisible until it attacks or until its concentration ends.

Teleportation. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and teleport to where it was. Once a duplicate gains a feature, you can't create a duplicate with that feature until that duplicate vanishes.

Legacy of All

At 17th level, you have ceased to differentiate yourself from yourself, all of you are you. You regain all your expended uses of Body of a Hundred when you finish a short or long rest.

Additionally, when you create a duplicate, you can replace the tool proficiency that it gained from Mind of a Hundred with another tool proficiency.

RESTRICTED

For more information, please visit the Restricted Sections of the Libraries of the Occult Soul

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Rogue Subclass

Ruffian Roguish Archetype

Not all rogues rely on stealth and deception to overcome their foes. Some, often called Ruffians, prefer to face their enemies directly, and look to defeat their foes with devastating blows and intimidating combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.

Ruffian Features

Rogue Level Feature
3rd Enforcer, Shake Down
9th Imposing Glance, Nerves of Steel
13th Dodge and Counter
17th Critical Strike

Enforcer

You have adopted tricks not often employed by rogues. Starting at 3rd level, you gain the following features:

  • You can use your Sneak Attack with any weapon in which you are proficient, including unarmed strikes, so long as it does not have the heavy or two-handed properties.
  • You can use your Cunning Action to make a grapple attack or an unarmed strike as a bonus action on your turn.
  • You don't need advantage on your attack roll to use your Sneak Attack if you are targeting a creature that is currently grappled or restrained by you.

Shake Down

Your work requires certain skills, skills that you have become particularly reliable in employing. Starting at 3rd level, when you make a Charisma (Intimidation) check, or a Strength (Athletics) check to grapple, maintain a grapple, or shove a creature, you treat a roll of 7 or lower on the d20 as an 8.















Imposing Glance

You can strike fear into the hearts of the weak willed. Starting at 9th level, you can use a bonus action to make a Charisma (Intimidation) check against a target within 30 feet of you, contested by the target's Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against that target before the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Nerves of Steel

Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. Beginning at 9th level, you are immune to the frightened condition.

Dodge and Counter

You can twist the force of your enemies' blows against them. Starting at 13th level, when a Large or smaller creature within your reach misses you with a melee attack, you can use your reaction to force them to make a Dexterity saving throw. The save DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

On a failed save, you choose weather the creature is knocked prone or grappled by you. You must have at least one free hand in order to grapple a creature with this feature.

Ruthless Strike

You can draw upon a creature's fear of you to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack, you can choose to treat the attack as an automatic critical hit.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

These thugs are the ones most likely to sneak into your house, smash your things and then wake you up by breaking your legs.

Primal Characters

Through passed on teachings and interacting with the environment and practice of wisdom is it learned. Primal Magic is executed by saying chants and rituals to cast druidic spells. Rangers and Druids may contact spirits around them to be able to manifess stronger nature magic.

Some contact nature spirits of left behind magic still present in the world. While some druids and rangers learn to draw their power from the Primal Magic present in their surroundings and environment. Such is the reason why most of these classes avoid cities as most things there are man-made and Primal magic is lacking.


Class Subclass Description
Druid Circle of Spiritlords Draw power from spirits residing within the natural environment
Druid Circle of the Land Become a sage safeguarding the ancient knowledge and rites of new terrains such as the Savannah, Deadlands, Jungles, Deep Sea and more
Altered Ranger Become the Ultimate Hunter with this Alternate Version of the Ranger Class
Ranger Nightstalker Archetype Use shadow magic and create shadowy familiars to accompany you in battle

Druid Subclass

Circle of the Spiritlords

Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness one of the major elements of creation. This band of tribal druids developed a set of ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.

Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world.

As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within.

Circle of the Spirits Features

Druid Level Feature
2nd Spirit Bond
6th Empowered Conduit
10th Vigilant Spirits
14th Honored Host

Spirit Bond

When you choose this circle at 2nd level, you choose one spirit-element to bond with your mask from the Spirit Bond table below and you learn the cantrip associated with your spirit-element’s feyling conduit, which counts as a druid cantrip for you, and doesn’t count against your number of cantrips known. You can select one additional spirit-element at 6th level and again at 10th level.

Additionally, you can cast the find familiar spell, which bears features similar to your chosen spirit-element (glowing skin, fiery eyes, a thorny tail, etc.). Once you cast find familiar using this feature, you can't cast it again until you finish a long rest.

You can only have one mask at a time and once this bond is formed, you can’t change the spirit-element within your mask. If the mask is lost or destroyed, creating a new mask for your spirit-element takes 8 hours of uninterrupted time, which you can accomplish during a long rest.

























Spirit Bond

Spirit Type Feyling Conduit Empowered Conduit Damage Type
Earth Mold Earth Magic Stone Poison
Fire Control Flame Create Bonfire Fire
Water Shape Water Frostbite Cold
Wind Gust Thunderclap Lightning
Light Dancing Lights Sacred Flame Radiant
Shadow Minor Illusion Chill Touch Necrotic

Empowered Conduit

At 6th level, your mask channels the destructive powers of your spirit element. You gain the cantrip in the Empowered Conduit column on the Spirit Bond table.

Further, when your connection with the spirit realm strengthens enough to host an additional spirit-element, you can switch between them with an action. When you do, you gain the benefits of the mask's current bond and your familiar can take on a similar appearance. No matter how many spirits inhabit your mask, you can only ever call on the aid of one at a time.

Vigilant Spirits

Starting at 10th level, you add your Wisdom modifier to the damage you deal with any druid cantrip and, each time you switch to a different spirit-element within your mask, you gain resistance to that damage type.

Honored Host

At 14th level, you have become a beacon for the spirits who wish to affect the world through you. You gain access to all of the spirit-elements listed on the Spirit Bond table, and can switch between them with a bonus action, and your spells ignore resistance and immunity to that damage type.

Feylings are curious manifestations of the remnant magic from the environment or sometimes dead people that live in the Feywild.

Even so, these nature spirits are way cuter in-person. No, I'm not talking about you Sirius.

Druid Subclass

Circle of the Land

New Circle of the Land new spell lists opens up more playstyle options for the full caster Druid. Therefore, the aim is to give each spell list at least one interesting non-Druid spell at each Circle Spells level. The new spell sets are also aimed to cover regions or land types that are not represented in the existing list.

Canyon/Badlands

Druid Level Circle Spells
3rd Dust Devil, Earthbind
5th Erupting Earth, Wall of Sand
7th Fabricate, Wall of Fire
9th Dawn, Far Step

Deadlands

Druid Level Circle Spells
3rd Locate Animals or Plants, Silence
5th Life Transference, Revivify
7th Blight, Death Ward
9th Insect Plague, Negative Energy Flood

Deep Sea

Druid Level Circle Spells
3rd Alter Self, Darkvision
5th Slow, Water Breathing
7th Evard’s Black Tentacles, Watery Sphere
9th Maelstrom, Rary’s Telepathic Bond

Jungle

Druid Level Circle Spells
3rd Pass Without Trace, Rope Trick
5th Nondetection, Speak with Plants
7th Grasping Vine, Mordenkainen’s Private Sanctum
9th Tree Stride, Far Step

Savannah

Druid Level Circle Spells
3rd Animal Messenger, Dust Devil
5th Conjure Animals, Nondetection
7th Fire Shield, Polymorph
9th Awaken, Dawn

Sky

Druid Level Circle Spells
3rd Gust of Wind, Levitate
5th Gaseous Form Fly, Thunderstep
7th Locate Creature, Storm Sphere
9th Cloudkill, Control Winds

The Alternate Ranger

Rough and wild looking, a grizzled man silently moves through the forest. He'd been tracking the band of orcish raiders that had crossed into the farmland he protected. Clutching a shortsword in each hand, he leapt out from the cover of the forest, preying on the orcs when they topped to rest. In a flash, he became a whirl of steel.

After tumbling away from a blast of freezing air, the thin female elf found her feet and drew her bow, and let loose another arrow at the white dragon. She shrugged off the wave of fear that emanated from the beast, and released her final arrow. With a piercing roar the terrible monster plummeted to the ground and laid motionless.

Holding his hand high, a young dwarf whistled, and the hawk circling high above returned to the side of its master. The dwarf whispered instructions and pointed to the owlbear they'd been tracking. In a blur, the dwarf and hawk moved as one, and before the owlbear could react to the assault, it lay dead at the feet of the warrior.

Far from the bustle of cities and villages, past the hedges that shelter the most distant farms from the terrors of the wild, amid the densely packed trees of trackless forests and across empty plains, rangers keep their unending, and often thankless, watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in tracking and hunting the monsters that threaten the edges of civilization; groups of raiders, rampaging beasts, terrible giants, and deadly dragons. They track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus on mastering devastating techniques and styles of combat. They often focus these abilities on one creature, aiming to slay their foe before they have a chance to retaliate.

Rangers learn to draw upon the power of the natural world to produce minor spells that enhance their tracking and hunting skills and provide aid and respite to their allies.

Wild Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, their true calling is to defend the outskirts of civilization from the ravages of 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, they may be the first, and possibly last, line of defense.

Their fierce dedication makes rangers well suited to adventuring. Accustomed to life far from the comforts of a dry bed and a hot bath, they make excellent guides for adventuring parties that have no experience in the wild.

























Creating a Ranger

Consider the nature of your training. Did you train with a mentor, wandering the wilds together, or did you forge a magical connection to nature in your own way? No matter their background, most rangers choose to adventure to impart their knowledge of the wilds on to the next generation, securing the safety of civilization for years to come.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the ranger as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a 13 in both Dexterity (or Strength) and Wisdom to take a level in this class, or to take a level in another class if you are already a ranger.

Proficiencies Gained. If ranger isn't your initial class, you gain proficiency in light and medium armor, shields, simple and martial weapons, and one skill from the ranger class list.

Quick Build

You can make a ranger quickly by using the following suggestions. If you wish to focus on ranged attacks or hunting, make Dexterity your highest ability score, followed by Wisdom. Second, choose the Outlander background.

If you wish to focus more on skirmishing or fighting your foes head-on (like with dual-wielding), make Strength your highest ability score, followed by Constitution. Second, choose the Mercenary background.

The Alternate Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th Knacks Known
1st +2 Survivalist Knacks, Wilderness Expert 2
2nd +2 Favored Foe, Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 2 3
6th +3 Favored Foe Improvement 4 2 4
7th +3 Ranger Archetype Feature 4 3 4
8th +3 Ability Score Improvement 4 3 4
9th +4 4 3 2 5
10th +4 Wilderness Expert 4 3 2 5
11th +4 Ranger Archetype Feature 4 3 3 6
12th +4 Ability Score Improvement 4 3 3 6
13th +4 4 3 3 1 6
14th +5 Favored Foe Improvement 4 3 3 1 7
15th +5 Ranger Archetype Feature 4 3 3 2 7
16th +5 Ability Score Improvement 4 3 3 2 8
17th +6 4 3 3 3 1 8
18th +6 Favored Foe Improvement, Feral Senses 4 3 3 3 1 9
19th +6 Ability Score Improvement 4 3 3 3 2 9
20th +6 Foe Slayer 4 3 3 3 2 10

Class Features

Hit Points

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 11d10 (or 6) + your Constitution modifier per ranger level after 1st. Hit Points

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt and a shield or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a longbow and 20 arrows or (b) a martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack

Survivalist Knacks

During your time in the wild you have gathered bits of primal knowledge, known as Survivalist Knacks. These Knacks bolster your exploration, hunting, and tracking skills.

At 1st level, you learn two Knacks of your choice from the list at the end of this class description. As you gain levels in this class, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table. Each time you gain a level in this class, you can choose one of the Knacks you know and replace it with another Knack of your choice.

Rangers could easily be seen in a lot of different places. These hunters are very deadly, some even hunt down evil mages and monsters called the Irondahlia in the Empire.

Wilderness Expert

Your skill as an explorer and survivor are unsurpassed. At 1st level, choose one of the skill proficiencies you gained from the ranger class skill list. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. You also learn to speak, read, and write one additional language of your choice. Most rangers choose to learn a language that is spoken by the enemies they specialize in hunting.

When you reach 10th level in this class, you select another skill you are proficient in from the ranger class skill list to gain the benefits of this feature, and you learn to speak, read, and write one additional language of your choice.

Favored Foe

Your bond with nature allows you to place a mystical mark on a creature, designating them as your favored foe. Beginning at 2nd level, when you hit a creature with a weapon attack, you can expend a spell slot to mark the creature as your favored foe. Each time you hit your favored foe with a weapon attack (including the attack used to mark it as a favored foe) you deal additional damage of the attack's damage type.

The extra damage you deal on hit to your favored foe is dependent on the level of the spell slot you expend to mark the target, as indicated in the table below.

The creature remains your favored foe for one hour, or until it is dead. If you mark another creature as your favored foe, the effect immediately ends for the previous creature.

When you reach certain levels in this class, the duration of this ability increases. It becomes 8 hours at 6th level, 24 hours at 14th level, and finally at 18th level, its duration lasts until you mark another creature or the target dies.

Spellslot Damage Spellslot Damage
1st level 1d6 3rd level 1d10
2nd level 1d8 4th level 1d12

Alternate Ranger & Hunter's Mark

Favored Foe is designed to replace the ranger's reliance on hunter's mark, and the spell has been removed from the Alternate Ranger's spell list.

Fighting Style

At 2nd level, you gain a Fighting Style from the options below. You cannot take the same Fighting Style more than once.

Archery

You are a master marksman, striking from afar. You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You can fight even when you can't see. You have blindsight with a range of 10 feet. Within that range, you can see anything that isn't behind total cover, even if you're blinded or in darkness. You can see invisible creatures within that range, unless the creature successfully hides from you.

Defense

Your training focused on defending yourself. While you are wearing armor, you gain a +1 bonus to your Armor Class.

Druidic Warrior

Your connection to the spirits of nature is stronger than most other rangers. You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them.

When you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling

You have mastered the art of fighting with a single weapon. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to weapon damage rolls.

Mariner

You have trained to fight on, around, and in the water. As long as you are not wearing medium or heavy armor or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

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 engaging in two-weapon fighting, you make your additional attack with your off hand weapon as part of your Attack action, adding your ability modifier to the damage.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren't wielding a weapon or shield when you make the attack, the d6 becomes a d8.

In addition, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Versatile Fighting

You can increase the size of one wapon die (for example from a d8 to a d10) for a weapon you are wielding (up to a d12). This stacks with the increase granted by the Versatile property.

Spellcasting

By the time you reach 2nd level, you have learned to draw upon the magical essence present in nature to cast spells, much as a druid or shaman does. See chapter 11 of the Player's Handbook for the general rules of spellcasting, and the end of this class description for the ranger spell list.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down. The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your intimate relationship with 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

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, of the Player’s Handbook for a list of things that count as druidic foci.

Ritual Casting

Your knowledge of the natural world allows you to draw out its magic. You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Ranger Archetype

At 3rd level, you choose your ranger archetype from the following: Beast Master, Hunter, Spellbreaker, and Wrangler each of which is detailed at the end of the class description.

The official archetypes (Gloom Stalker, Horizon Walker, Monster Slayer, Fey Wanderer, and Swarmkeeper) all work as published with the Alternate Ranger class presented here.

Your ranger archetype grants you features at 3rd level, and again at 7th, 11th, and 15th level.

Ability Score Improvement

When 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Feral Senses

Your enhanced senses allow you to strike with perfect accuracy. Starting at 18th level, your attack rolls against creatures within 30 feet cannot be made at disadvantage.

Foe Slayer

You have become an unparalleled hunter of your enemies. At 20th level, when you hit a creature marked as your favored foe with a weapon attack you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of 1).

Survivalist Knacks

Below are the Knacks available to a ranger. If a Knack has a prerequisite, like your ranger level or another Knack, you can learn it at the same time that you meet the prerequisites.

Alpine Adept

Prerequisite: 6th level ranger You are amazingly surefooted. You gain a 30 foot climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your ranger level.

If you already have a climbing speed from another feature, your climbing speed increases by 10 feet.

Aquatic Adept

Prerequisite: 6th level ranger You have learned to move through the water like the swiftest creatures of the sea. You gain a 30 foot swimming speed, and you can hold your breath for up to 1 hour while underwater.

If you already have a swimming speed from another feature, your swimming speed increases by 10 feet.

Explorer I

You have spent your life learning the ways of the wilderness. You have advantage on Wisdom (Survival) checks to navigate the wilderness, forage for food and water, identify plants and animals, and avoid getting lost.

Explorer II

Prerequisite: 6th level ranger, Explorer I At the end of each long rest, you can attune to your present environment. Examples include, but are not limited to: arctic, coast, desert, forest, grassland, mountain, or swamp. While in your attuned environment you gain the following benefits:

You have advantage on Intelligence and Wisdom checks related to the native plants, animals, or ecosystem. You find twice as much food when foraging or hunting. You cannot be surprised unless you are incapacitated. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of 1). Herbalist I You have a deep knowledge of plants and their healing properties. You have advantage on Intelligence (Nature) checks to identify the medicinal properties of plants, and Wisdom (Medicine) checks made to stabilize creatures.

Herbalist II

Prerequisite: 3rd level ranger, Herbalist I You have learned to use the fruits of the earth to create healing poultices. You gain proficiency with the herbalism kit.

At the end of a long rest, you can use a herbalism kit and local plants to create one potion of healing. This potion retains its potency for a number of days equal to your proficiency bonus, after which it spoils and becomes inert.

Herbalist III

Prerequisite: 6th level ranger, Herbalist I, II You can use your knowledge of local plant life to soothe your allies. If you, and up to five creatures who you touch, spend at least one Hit Die to regain hit points at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

Natural Regeneration

Prerequisite: 14th level ranger You can draw on the surrounding environment to replenish your mystical power. At the end of a short rest, you can choose to recover expended spell slots of a combined level equal to or less than your Wisdom modifier (minimum of 1).

Once you use this feature you must complete a long rest before you can use it again.

Slayer I

Prerequisite: 3rd level ranger Once you have a quarry in your sights it is rare that they escape. You have advantage on any Wisdom (Perception) and Wisdom (Survival) checks to track your favored foe.

Slayer II

Prerequisite: 6th level ranger, Slayer I Your tracking abilities have become supernaturally accurate. You always know the exact direction of your favored foe while you are on the same plane of existence.

Slayer III

Prerequisite: 14th level ranger, Slayer I, II Once per turn, when you hit your favored foe with a weapon attack, you can force it to make a Constitution saving throw in addition to the normal damage of the attack. On a failed save, it is blinded, deafened, frightened, poisoned, or restrained (your choice) until the start of your next turn.

Stalker I

You are a master at covering your tracks. While moving at a normal pace you, and up to five other creatures you are traveling with, produce no tracks or scent, and you cannot be tracked by mundane means unless you wish to be.

Stalker II

Prerequisite: 3rd level ranger, Stalker I You have learned to hunt your prey while remaining unseen. You can take the Hide action as a bonus action on your turn.

Stalker III

Prerequisite: 9th level ranger, Stalker I, II You can conceal yourself from even the most advanced magic. You are always under the effects of the nondetection spell, and you cannot be tracked divination magic or other magical means unless you wish to be.

Stalker IV

Prerequisite: 14th level ranger, Stalker I, II, III You can ward yourself with nature magic to briefly disappear from sight. When you take the Hide action on your turn, you, along with anything you are wearing, carrying, or have equipped, becomes invisible until the start of your next turn.

This invisibility ends early if you attack or cast a spell.

Strider I

There are few natural obstacles that you cannot overcome, or guide others through safely. You ignore the effects of difficult terrain imposed by natural environments, such as forest undergrowth, snow drifts, swamp, or marshlands.

Also, you, and up to five other creatures you are traveling with, do not have your travel slowed by difficult terrain.

Strider II

Prerequisite: 3rd level ranger, Strider I Once in your sights, you pursue your quarries relentlessly. You can take the Dash action as a bonus action on your turn.

Strider III

Prerequisite: 6th level ranger, Strider I, II You can surmount almost any obstacle that would block your path. Your base movement speed increases by 10 feet, and you ignore the effects of difficult terrain imposed by spells, magical phenomena, and any other magical effects.

Strider IV

Prerequisite: 14th level ranger, Strider I, II, III You move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the freedom of movement spell while conscious.

Survivor I

Prerequisite: 6th level ranger Your time in the wilds has hardened your body, and you can brace yourself to absorb incoming blows. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1).

Survivor II

Prerequisite: 9th level ranger, Survivor I You have trained your body to recover more rapidly than most. When you expend Hit Dice to regain hit points at the end of a short rest, you gain a bonus to each Hit Die roll equal to your Wisdom modifier (minimum of 1).

Survivor III

Prerequisite: 14th level ranger, Survivor I, II You persevere even in the face of death. When you make a death saving throw you gain a bonus to the roll equal to your Wisdom modifier (minimum of 1). If this increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Trapper

You are a master of laying unseen traps. You learn the snare spell, and it becomes a ritual spell for you. You always have it prepared, but it doesn't count against the total number of spells you can prepare each day. You can have a number of active snares equal to your proficiency bonus. Setting an additional snare causes the oldest snare to disappear.

Wild Insights I

You have a natural way with the wild animals of the world. You can communicate simple ideas to beasts using sounds and gestures, and you have advantage on any Wisdom (Animal Handling) checks you make that target animals or beasts that are already friendly towards you.

Wild Insights II

Prerequisite: 3rd level ranger, Wild Insight I Your familiarity with the natural world has allowed you to bond you with a minor spirit of nature. You learn the find familiar spell. It counts as a ranger spell for you and you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your familiar is a fey creature.

Ranger Subclass

Beast Master

Rangers who develop intense bonds of trust with the wild have been known to attract the attention of guardian nature spirits known as primal beasts. These shapeshifting defenders of the wilderness join forces with rangers that they perceive as worthy. Primal beasts fight side by side with their partner, taking the best shape to face the challenges at hand.

Primal Companion

At 3rd level, you gain a primal beast companion with marks that indicate its mystical origin. It is friendly to you and obeys your commands. You choose the form it takes, selecting one of the stat blocks below: Beast of the Cave, Beast of the Land, Beast of the Sea, or Beast of the Sky. The stat block uses your proficiency bonus (PB) in several places.

In combat, your primal beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you used your bonus action to command it to take an action from its stat block, or another action. . You can also sacrifice one of your attacks when you take the Attack action to command your primal beast to take the Attack action. If you are incapacitated, your primal beast takes any action it chooses.

If your primal beast has died within the last hour, you can touch it and expend a spell slot of 1st-level or higher. After 1 minute, it returns to life with all its hit points restored.

When you finish a long rest, you can cause your primal beast to take on a new form, choosing a new stat block and appearance. Your primal beast vanishes if you die.

Beast Master Magic

You gain certain spells at the ranger levels noted in the Beast Master Spells table. They count as ranger spells for you, you always have them prepared, but they don't count against the total number of spells you can prepare each day.

Beast Master Spells
3rd beast bond, speak with animals
5th beast sense, warding bond
9th haste, protection from energy
13th death ward, freedom of movement
17th awaken, commune with nature

Exceptional Training

The bond between you and your primal beast has grown. Starting at 7th level, both you and your primal beast can use your reaction to grant the other advantage on any saving a they are forced to make, so long as you can see each other.

Also, your primal beast's attacks count as magical for the sake of overcoming resistances to non-magical attacks.

Bestial Fury

Your presence inspires primal fury within your companion. Beginning at 11th level, when you command your primal beast to take the Attack action, it can make two attacks with its natural weapons as part of the same action.

Primal Bond

The connection between primal beast and ranger has reached its apex. Starting at 15th level, when you cast a spell targeting yourself, you can choose to grant your primal beast the effects of the spell, without expending an additional spell slot, as long as they are within 30 feet of you.

In addition, your primal beast can change its form at the end of a short or long rest.

Beastmaster Ranger Quirks

The following are some optional quirks for a player of this Conclave to choose from - these can be either preexisting, signaling their fated path toward this Conclave, or appear after they've acquired their Companion.

d6 Quirk
1 You hold conversations with animals... without necessarily casting speak with animals first.
2 You value animal life as considerably more important than humanoid life. Particularly fluffy animal life.
3 When you cast speak with animals, you speak animal in a serious of barks, growls, and sniffs.
4 You have little value for silverware or table manners.
5 You are convinced your animal companion would never do anything wrong.
6 You refer to any vaguely animal like monster or beast as "cute".

Animal Companion Quirks

d6 Quirk
1 It thinks it is a small sized creature. It is not a small sized creature.
2 It will climb mountains and fight dragons for ear scritches.
3 Any food is clearly food for it.
4 There is a problem, you were not paying attention to it. It solves that problem.
5 It has a tendency to fetch things. Many things. Surely you wanted this thing.
6 Sunlight makes it sleepy.

Beast of the Land

medium beast, neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of hit dice [d8s]
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses. darkvision 120 ft., passive Perception 12
  • Languages. understands the languages you speak

  • Charge If the beast moves at least 20 feet toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d8 slashing damage. If the target is a Large or smaller creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Primal Bond You can add your PB to any ability check or saving throw that the beast makes.

Actions

Maul Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 +2 +PB piercing or slashing damage (your choice).


I'm pretty good with animals, I think I'd be able to become a Beastmaster and have Sirius as my companion. What do you think?

*squaks

Well not with that attitude!


Beast of the Sea

medium beast, neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of hit dice [d8s]
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Amphibious The beast can breathe in air and water.

  • Binding Strike When the beast hits a Large or smaller creature with its Pseudopod, it can choose to grapple the target (escape DC equal to your spell save DC). Until this grapple ends, the beast can’t use its Pseudopod attack on another target.
  • Primal Bond You can add your PB to any ability check or saving throw that the beast makes.

Actions

Pseudopod Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 +2 +PB piercing or bludgeoning damage (your choice).


Beast of the Sky

medium beast, neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + five times your ranger level (the beast has a number of hit dice [d6s]
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

  • Flyby The beast doesn't provoke opportunity attacks when it flies out of an enemies reach.
  • Primal Bond You can add your PB to any ability check or saving throw that the beast makes.

Actions

Shred Melee Weapon Attack: your spellcasting modifier to hit, reach 5 ft., one target. Hit: 1d4 +3 +PB piercing or slashing damage (your choice).

Ranger Subclass

Nightstalker Archetype

The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt

Nightstalker Features

Ranger Level Feature
3rd Shadow Familiar, Nightstalker Magic
7th Shadowy Transposition
11th Dark Sentinel
15th Midnight Bulwark

Shadow Familiar

At 3rd level, you gain the ability to summon a creature of shadow to serve you. As a bonus action on your turn, you can conjure or dismiss your shadow familiar, which takes the form of a spectral creature that cannot be targeted or damaged. You choose the form you can create when you select this subclass.

When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar make attacks of its own, which use your Ranger spell attack modifier for their attack rolls, have a reach of 5 feet, and trigger any spells or features that would trigger from your own weapon attacks (such as Hunter’s Mark).

The familiar makes one melee weapon attack for each attack you forgo. While within 120 ft of your familiar, you can command it to move (no action required). The speeds and attacks of the three forms are listed below.

Cat. This form has a walking speed of 30 feet. On a hit, its attack deals 1d4 + your Wisdom modifier slashing damage, and causes the next attack made against the target by a creature other than you or the cat before the end of your next turn to be made at advantage.

Raven. This form has a flying speed of 90 feet, and a walking speed of 10 feet. On a hit, its attack deals 1d10 + your Wisdom modifier piercing damage.

Wolf. This form has a walking speed of 40 feet. On a hit, its attack deals 1d6 + your Wisdom modifier piercing damage, and causes its target to have disadvantage on the next attack roll it makes before the end of its next turn.

Nightstalker Magic

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, based on the form you chose above, as shown in the Nightstalker Spells table. The spell counts as a ranger spell for you, but doesn’t count against your spells known.

Nightstalker Spells

Ranger Level Cat Spells Cat Spells Cat Spells
3rd feather fall thunderwave cause fear
5th invisibility gust of wind darkness
9th haste call lightning fear
13th greater invisibility storm sphere sickening radiance
17th seeming control winds contagion

Shadowy Transposition

Starting at 7th level, whenever you cast a ranger spell of 1st level or higher, you can choose to swap locations with your familiar immediately before or after casting the spell.

Dark Sentinel

At 11th level, whenever a creature leaves the reach of your shadow familiar, you can use your reaction to have it make an attack against that creature. The disengage action and other effects that prevent opportunity attacks prevent this reaction.

Midnight Bulwark

Beginning at 15th level, whenever a creature within reach of your shadow familiar makes an attack against you, you can use your reaction to have the familiar make an attack against that creature.

Additionally, whenever you command your familiar to make an attack using your reaction and the attack hits, the target’s speed is reduced to 0 until the end of the target’s current turn.

Should you meet one, be sure to take note of the shadow's form as the shape of the familiar will tell you about the Nightstalker's favored tactics.

 

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