Ranger: Animal Companion | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ranger: Animal Companion - 8500 AXP

TIER THREE FEATURE: Ranger: Animal Companion

You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Its hit point maximum equals its normal maximum or eight times your tier, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can forgo one of your Attacks made as part of the attack action to allow the beast to make one attack of its own. Additionally, when you take the Attack action, you can command the beast to attack, using your bonus action. At the start or the end of your turn, you can command the beast to move up to its movement speed without using an action. You can use your bonus action to verbally command it to take the Disengage or Help action. If you don’t issue a command, the beast takes the Dodge 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. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Combat Style: Beast Taming

You can spend one use of any of your combat styles to use the following Beast Taming Commands:

Attack

You can spend one use as a bonus action to allow one friendly beast to make a melee attack against a creature within 5 feet. If you can make attacks using your bonus action, you can make it as part of the same bonus action you use this command.

Caution

You can spend one use as a bonus action to allow one friendly beast to take the Dodge action using its bonus action. If you can make attacks using your bonus action, you can make it as part of the same bonus action in which you have used this command.

Evade

You can spend one use as a reaction to allow a friendly beast to reduce the damage taken by an attack to 0. This uses the beast reaction. Or, when your beast take damage, you can use your reaction to halve that damage.

Beast of the Land

Large or smaller, Friendly to you and your allies


Armor Class 13

Hit Points 5 + eight times your tier (the beast has a number of Hit Dice [d8s] equal to your tier)

Speed 40 ft., climb 40 ft.


STR

14 (+2)

DEX

14 (+2)

CON

15 (+2)

INT

8 (-1)

WIS

14 (+2)

CHA

11 (+0)


Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak


Traits

Proficiency Bonus (PB): equals your bonus.

Armor Class: The beast's AC equals 13 + PB

Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Attack

Maul. Melee Weapon Attack: your WIS mod + PB to hit, reach 5 ft., one target. Hit: 2d8 + 2 + PB slashing damage.

Beast of the Sea

Large or smaller, Friendly to you and your allies


Armor Class 13

Hit Points 5 + eight times your tier (the beast has a number of Hit Dice [d8s] equal to your tier)

Speed 5 ft., swim 60ft.


STR

14 (+2)

DEX

14 (+2)

CON

15 (+2)

INT

8 (-1)

WIS

14 (+2)

CHA

11 (+0)


Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak


Traits

Proficiency Bonus (PB): equals your bonus.

Armor Class: The beast's AC equals 13 + PB

Amphibious: The beast can breathe both air and water.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Attack

Binding Strike. Melee Weapon attack: your WIS mod + PB to hit, reach 5 ft., one target. Hit: 1d6 + 4 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals 10 + your WIS mod). Until this grapple ends, the beast can't use this attack on another target.

Beast of the Sky

Medium or smaller, Friendly to you and your allies


Armor Class 15

Hit Points 5 + eight times your tier (the beast has a number of Hit Dice [d8s] equal to your tier)

Speed 10 ft., fly 60ft.


STR

6 (-2)

DEX

16 (+3)

CON

13 (+1)

INT

8 (-1)

WIS

14 (+2)

CHA

11 (+0)


Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak


Traits

Proficiency Bonus (PB): equals your bonus.

Armor Class: The beast's AC equals 15 + PB

Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Attack

Shred. Melee Weapon Attack: your WIS mod + PB to hit, reach 5 ft., one target. Hit: 2d4 + 3 + PB slashing damage.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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