Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from 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, a ranger might be the first—and possibly the last—line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

The Ranger
Level Proficiency Bonus Features Spells Known Spells Slots Slot Level Crafts Known
1st +2 Study Foe, Seasoned Explorer (long rest)
2nd +2 Fighting Style, Land Magic, Hunter's Mark 2 1 1st
3rd +2 Ranger conclave, Wildercraft 3 2 1st 2
4th +2 Ability Score Improvement 3 2 1st 2
5th +3 Extra attack 4 2 2nd 2
6th +3 Reserves of Stamina 4 2 2nd 3
7th +3 Ranger conclave feature 5 2 2nd 3
8th +3 Ability Score Improvement, Land's Stride 5 2 2nd 3
9th +4 6 2 3rd 3
10th +4 Seasoned Explorer (short rest), Camouflage 6 2 3rd 4
11th +4 Ranger concalve feature 7 2 3rd 4
12th +4 Ability Score Improvement 7 2 3rd 4
13th +5 8 2 4th 4
14th +5 Disappear, Font of Stamina 8 2 4th 5
15th +5 Ranger conclave feature 9 2 4th 5
16th +5 Ability Score Improvement 9 2 4th 5
17th +6 10 2 5th 5
18th +6 Feral Senses 10 2 5th 6
19th +6 Ability Score Improvement 11 2 5th 6
20th +6 Greater Hunter's Mark 11 2 5th 6

Class Features

As a ranger, you gain the following class features

Hit Points


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

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, Arcana, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) a scale mail or (b) leather armor
  • (a) two short swords or (b) two simple weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a longbow and quiver of 20 arrows

Studied Enemies

Beginning at 1st level, you have significant experience tracking, hunting, and understanding the behavior of birds and beasts, and can use this knowledge to learn useful information about your enemies.

When you spend at least one hour observing and studying a group of creatures, you can mark all creatures of the same type as your studied enemies. If the creature type is humanoid, you must further specify the race of humanoid designated as your studied enemies. Creatures of the beast type are always considered studied enemies for you.

You have advantage on Wisdom (Survival) checks to track your studied foes, on Intelligence checks to learn or recall information about them, as well as Charisma checks made to communicate with them in a language you do not know.

In addition, you can spend 1 minute observing or interacting with a creature of the type marked as your studied enemy to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Character Classes levels, if any
  • Spellcaster levels, if any

You may only have one type of creatures studied at a time in addition to beasts. When you designate a new type of creature as your studied foes, you lose the benefits of this feature with creatures of the previously studied type.

Seasoned Explorer

Also at 1st level, you can choose two skills among the following list with which you are proficient: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies

In addition, after you take a long rest in a natural environment, you can choose to attune yourself with the land. For as long as you remain in a terrain of the same type (arctic, coast, desert, forest, grassland, mountain, or swamp), you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

When you reach 10th level, you gain these benefits after taking a short rest in a natural environment.


Hunter’s Mark

At 2nd level, you can mystically mark a creature as your quarry. You can cast hunter’s mark once with this trait without expending a spell slot and without requiring concentration. You cast the spell at the level of your ranger’s spell slots.

Once you cast hunter’s mark this way, you can't do so again until you finish a short or long rest, or until you expend one of your ranger’s spell slot. You can have only one hunter’s mark spell active at a time.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Land Magic

Also at 2nd level, your deep and intimate connection with the land gives you power over the forces of nature and allow you to shape raw energies into spells.

Spell Slots

The Ranger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell Cure Wounds, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new ranger spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, so 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

Wildercraft

Through your experience in the wilderness, you have developed a few crafts; various wisdoms and tricks of the trade that can sometimes appear magical in nature.

At 3rd level, you gain two crafts of your choice. When you gain certain ranger levels, you gain additional crafts of your choice, as shown in the Crafts Known column of the Ranger table.

Additionally, when you gain a level in this class, you can choose one of the crafts you know and replace it with another craft that you could learn at that level.

A level prerequisite in a craft refers to Ranger level, not character level.

Ranger Archetype

Also at 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice 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.


Reserves of Stamina

At 6th level, you can draw from your inner reserves of strength to heal yourself. As an action, you can spend one Hit Die to regain hit points as if you finished a short rest.

Once you use this ability, you must finish a short or long rest before you can use it again.

Land's Stride

When you reach 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Camouflage

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh, naturally occurring materials from a terrain with which you are attuned to create your camouflage.

For 8 hours once you are camouflaged in this way, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. This camouflage ends early if you leave the terrain with which you were attuned.

You can also take 1 minute to set-up concealment for yourself. When doing so, you gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must spend 1 minute concealing yourself again to gain this benefit.

Disappear

Starting at 14th level, your skills to fade into the wilderness allows you to disappear before your enemies’ very eyes. When you are in a lightly or heavily obscured area, you can use your action to become invisible for 1 hour, or until you make an attack or cast a spell.

Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Once you've use this trait you can't use it again until you finish a long rest, or until you expend one of your ranger’s spell slots.

Font of Stamina

When you reach 14th, you can spend a number of Hit Dice up to half your level in this class when you use your reserves of stamina.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Greater Hunter's Mark

At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier on all attack rolls made against the target of your hunter’s mark, and the extra damage dealt by this spell increases to 2d6.

Wildercraft

Wildercraft is a collection of wisdoms and tricks of the trade communally known among rangers as “crafts”.

Animal Empathy

You can cast animal friendship at will, without expending a spell slot or material components.

Antitoxins

You have advantage on saving throws against being poison, and have resistance to poison damage.

In addition, you can cast the protection from poison spell, but only as a ritual. You must have access to fresh plants, roots, or venom to complete this ritual.

Beast Whisperer

You can cast speak with animals at will, without expending a spell slot or material components.

Bounty Hunter

Prerequisite: 14th level, Hunter conclave You can cast locate creature once with this trait without expending a spell slot. Once you’ve use this trait, you must complete a long rest or expend one of your ranger’s spell slots before you can use it again.

Brother to Beasts, Sister to Birds.

You can cast beast sense without expending a spell slot. Once you’ve use this trait, you must complete a long rest or expend one of your ranger’s spell slot before you can use it again.

Call of The Wild

Prerequisite: 18th level, Beast Master conclave You can cast conjure animals as a 5th-level spell, but only as a ritual. When you cast conjure animals this way, any animal previously summoned with this spell vanish as the new ones arrive.

Canny

Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill.

In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.


Crafty Action

When you select this craft, choose one of the three options listed below.

  • You can use the Hide action as a bonus action
  • You can use the Search action as a bonus action
  • You can use the Dash or Disengage actions as a bonus action

You can take this craft multiple times. Every time you do so, you must select a new option.

Favored Enemy

Choose one type of creatures among the following: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead as favoured enemies. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

Your favored enemy is always considered one of your studied foes without needing time observing them, and does not count against the limit of creature types studied at a time.

You can select this craft multiple times. Every time you do so, you must choose a different type of creature.

First Blood

Prerequisite: 10th level, Hunter conclave

You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. On a hit, the creature has disadvantage on its next attack roll made before your next turn.

Herbal Apothecary

Prerequisites: 6th level

You gain proficiency with the Herbalist kit, and can brew antitoxins and potions of lesser restoration with the same costs and requirements as a potion of healing.

In addition, you can cast detect poison and disease without expending a spell slot. Once you cast detect poison and disease this way, you must complete a long rest or expend one of your ranger’s spell slot before you can do it again.

Hunter’s Strike

Prerequisite: 6th level, hunter conclave

Once per turn when you hit a creature with a melee or ranged weapon, you can expend a ranger spell slot to deal an extra 1d6 damage to the target, plus another 1d6 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Improved Critical

Prerequisite: 18th level

Your weapon attacks score a critical hit on a roll of 19 or 20.

Nature’s Cloak

Prerequisite: 10th level

You can cast nondetection on yourself at will without using a spell slot or material components.

Night Eyes

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Primeval Awareness

Prerequisite: 14th level

You can cast the commune with nature spell, but only as a ritual. Once you’ve used this trait, you must finish a long rest before you can use it again.

Rover

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Shared Minds

Prerequisite: 6th level, Beastmaster conclave

When your animal companion is within 60 feet of you, you and your animal companion both gain advantage on Wisdom saving throws.

Soothing Fragrances

Select a number of creatures equal to your Wisdom modifier (minimum 1). When the selected creatures finish a long rest, they recover an additional number of hit dice equal to their proficiency bonus. Instead of recovering additional hit dice, a creature may elect to decrease their exhaustion levels by 2 instead of 1.

Supreme Hunter

Prerequisite: 18th level, Hunter conclave

Choose a Hunter conclave’s feature among those offered at 3rd, 7th, 11th, and 15th level that you haven’t selected. You gain that feature.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Trap Spotter

You can cast find traps once with this trait without expending a spell slot. Once you’ve use this trait, you must complete a long rest before you can use it again.


Urban Ranger

You can attune with artificial environment such as cities and dungeons using your Natural Explorer feature. In addition to the usual benefit of this feature, you gain the following benefits.

  • Masses and dense crowds don't slow your group's travel.
  • You have advantage on Wisdom (Perception) checks made to notice if someone is following you.
  • You have advantage on saving throws made to resist diseases found in polluted water or carried by pest.

Warning Snares

You can cast the alarm spell, but only as a ritual. You must remove the clapper from the bell to cast the mental version of the spell.

Winged Mount Companion

Prerequisite: 11th level, Beast Master conclave You’ve released your previous companion to train a large flying creature strong enough to carry you on its back such as a griffon, a pegasus, or a wyvern, as your faithful companion. Use the game statistics included in the stat bloc below for your companion, and select one of the creatures listed underneath. Your companion gains the special traits and abilities listed for your selected creature.


Winged Mount

Large, unaligned


  • Armor Class 13 (unarmored defense)
  • Hit Points equal to the companion's Constitution modifier plus your Wisdom modifier plus five times your level in this class. Your companion's Hit Dice are d8.
  • Speed 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 5 (-2) 13 (-2) 8 (-1)

  • Saving Throws Str +8, Con +7
  • Skills Athletics +8, Perception +5
  • Senses passive Perception 15
  • Languages Understands your verbal commands

Actions (Requires your Action)

Primary Attack. Melee Weapon Attack: +8 to hit, reach 5ft., one target you can see. Hit 5 (2d6 + 4)

Reactions

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see within 5 feet of it, provided that the attack roll is made against a creature other than the companion.

Griffon

Your griffon companion’s primary attack is a claws attack and deals slashing damage. Your companion’s type is monstrosity, and it also gains the following traits:

Keen Sight. The companion has advantage on Wisdom ability checks that rely on sight.

Beak (Action). Melee Weapon Attack: +6 to hit, reach 5ft., one target you can see. Hit: 1d8 + 6 piercing damage.

Multiattack (Action). The companion makes two attacks: one with its claws and one with its beak.

Pegasus

Your pegasus companion’s primary attack is a hooves attack and deals bludgeoning damage. Your companion’s type is celestial, and it also gains the following traits:

Keen Hearing. The companion has advantage on Wisdom ability checks that rely on hearing.

Ability Score Improvement. The companion’s Intelligence score increases by 4 for a total of 9 (-1 ability modifier). The companion can understand any languages you know, but can’t speak.

Trampling Charge. If the companion moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone and take an additional 2d6+4 bludgeoning damage.

Wyvern

Your wyvern companion’s primary attack is a bite attack and it deals piercing damage. Your companion’s type is dragon, and it also gains the following traits:

Darkvision. Your companion has darkvision up to a distance of 60 ft.

Keen Smell. The companion has advantage on Wisdom ability checks that rely on smell.

Stinger (Action, Recharges after a Short or Long Rest). Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 2d6 + 6 piercing damage. The target must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one.

Beast Master Conclave

The Beast Master archetype embodies an extraordinary friendship between the ranger and a special beast.

Animal Companion

At 3rd level, you gain an animal companion that accompanies you on your adventures and is trained to fight along you. It is friendly to you and your allies, and it obeys your commands. Choose one of the game statistics bloc presented below to represent a companion that is either agile, robust, flying, or one that you can ride. Then, select one of the animal presented for each stat bloc.

In combat, your companion shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

Your companion has a number of Hit Dice equal to your level in this class, and can spend Hit Dice during a short rest to regain hit points. Like other creatures, it regains half its total Hit Dice on a long rest. If it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend one of your ranger’s spell slots. The animal companion returns to life after 1 minute with half its hit points restored.

When your animal companion is not wearing armor, its Armor Class is 10 + its Dexterity modifier + its Constitution modifier.

Your animal companion grows stronger as you gain levels in this class. The following numbers increase by 1 when your proficiency bonus increases by 1:

  • The companion’s unarmored defense AC
  • The companion’s skill and saving throw bonuses
  • The companion’s bonuses to hit and damage
  • The companion’s DC to resist abilities requiring a saving throw

Tandem Fighting

Starting at 7th level, your companion can take the Help action instead of the Dodge action when you do not use your bonus action to command it otherwise.

In addition, your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Animal Companion

When you reach 11th level, your animal companion acquires new traits and special abilities, as presented in the animal special traits below.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Agile Companion

You’ve trained a fast and agile beast such as a hound, a wolf, or a panther as your faithful companion. Use the game statistics included in the stat bloc below for your companion, and select one of the animals listed underneath. Your companion gains the special traits and abilities listed for your selected animal.

When you reach 11th level, your companion’s capacities increase and gains additional traits, or else sees some of its existing traits improve.

Hound

Your hound companion’s primary attack is a Bite attack and it deals piercing damage. Your companion also gains the following traits:

Trip. If the companion hits it with a bite attack, the target must succeed on a DC 11 Strength saving throw or be knocked prone.

Superior Smell. When the companion attacks a creature it can't see, its inability to see it doesn't impose disadvantage on its attack rolls against it.

The companion is also aware of the location of any invisible creature within 30 feet of it, provided that the creature isn't hidden from the companion and the companion can use its sense of smell.

Guard. When you reach 11th level, when the hound companion uses the deflect attack reaction to impose disadvantage on an attack roll, it can also make a bite attack against the attacker as part of the same reaction.

Wolf

Your wolf companion’s primary attack is a Bite attack and it deals piercing damage. Your companion also gains the following traits:

Bonus Skill. The companion is proficient in Dexterity (Stealth), with a skill modifier of +5.

Pack Tactics. The companion has advantage on an attack roll against a creature if at least one of the companion’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Increased Size. When you reach 11th level, your companion’s size increases to large and the damage of its bite attack increases to 2d6 + 3 piercing damage.

Ability Score Improvement. Also at 11th level, your companion’s Strength score increases by 4 for a total of 16 (+3 ability modifier).


Panther

Your panther companion’s primary attack is a Claws attack and it deals slashing damage. Your companion also gains the following traits:

Pounce. If the companion moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, it can make a bite attack against it as a follow-up attack. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target you can see. Hit: 1d8 + 3 piercing damage.

Increased Size. When you reach 11th level, your panther companion’s size increases to large and the damage of its claws and bite attacks increase to 1d8 + 3 slashing damage and 1d10 + 3 piercing damage respectively.

Ability Score Improvement. Also at 11th level, your companion’s Strength score increases by 4 for a total of 16 (+3 ability modifier).


Agile Companion

Medium beast, unaligned


  • Armor Class 15 (unarmored defense)
  • Hit Points equal to the companion’s Constitution modifier + your Wisdom modifier + five times your ranger level. The companion's Hit Dice are d8.
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 15 (+5) 6 (-2)

  • Saving Throws Str +3, Dex +5
  • Skills Athletics +3, Perception +4
  • Senses Passive Perception 14
  • Languages Understands your verbal commands

Keen Hearing and Smell. The companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions (Requires Your Bonus Action)

Primary Attack. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d6 + 3 damage.

Reactions

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.

Robust Companion

You’ve trained a strong and sturdy beast such as a bear, a boar, or a giant badger as your faithful companion. Use the game statistics included in the stat bloc below and select one of the animals listed underneath. Your companion gains the special traits and abilities listed for your selected animal.

When you reach 11th level, your companion’s capacities increase and gains additional traits, or else sees some of its existing traits improve.


Robust Companion

Medium beast, unaligned


  • Armor Class 14 (unarmored defense)
  • Hit Points equal to the companion’s Constitution modifier + your Wisdom modifier + six times your ranger level. The companion's Hit Dice are d10.
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 3 (-4) 13 (+1) 6 (-2)

  • Saving Throws Str +4, Con +5
  • Skills Athletics +4, Perception +3
  • Senses Passive Perception 13
  • Languages Understands your verbal commands

Keen Smell. The companion has advantage on Wisdom (Perception) checks that rely on smell.

Actions (Require Your Bonus Action)

Primary Attack. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d8 + 2 damage.

Reactions

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.


Bear

Your bear companion’s primary attack is a Bite attack and it deals piercing damage. Your companion also gains the following traits:

Claws (Action). Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 2d6 + 2 slashing damage.

Increased Size. When you reach 11th level, your bear companion’s size becomes large.

Multiattack (Action). Also at 11th level, your companion makes two attacks: one with its bite and one with its claws.

Boar

Your boar companion’s primary attack is a Tusk attack and it deals slashing damage. Your companion also gains the following traits:

Charge. If the companion moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 1d8 slashing damage, and must succeed on a DC 12 Strength saving throw or be knocked prone.

Increased Size. When you reach 11th level, your companion’s size becomes large, and the extra damage dealt by its charge action increases to 2d8.

Relentless (Recharges after a Short or Long Rest).

Also at 11th level, when your companion is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.

Giant Badger

Your giant badger companion’s primary attack is a Bite attack and it deals piercing damage. Your companion also gains the following traits:

Burrow. The companion has a burrow speed of 10 ft.

Darkvision. The companion has Darkvision up to a distance of 60 ft.

Rage (Recharges after a Short or Long Rest). When the companion is reduced to half its maximum hit points or less within 5 feet of an enemy creature, it flies into a frenzied rage. The rage lasts for 1 minute, until it’s incapacitated, until all enemy creatures are defeated, or until you spend an action calming it, whichever comes first.

While raging, the companion gains immunity to the frightened condition and deals an extra 1d4 + 2 slashing damage on a successful bite attack. You cannot command your companion to take any action other than the Dash and Attack actions while it rages.

Damage Resistance. When you reach 11th level, your companion gains resistance to bludgeoning, piercing, and slashing damage while it rages, and its extra damage increases to 2d4 + 2 slashing damage.

Winged Companion

You’ve trained a bird of prey or a great flying beast such as an eagle, a hawk, or an owl as your faithful companion. Use the game statistics included in the stat bloc below for your companion, and select one of the animals listed underneath. Your companion gains the special traits and abilities listed for your selected animal.


Wigned Companion

Small beast, unaligned


  • Armor Class 14 (unarmored defense)
  • Hit Points equal to the companion’s Constitution modifier + your Wisdom modifier + four times your ranger level. The companion's Hit Dice are d6.
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 19 (+3) 10 (+0) 3 (-4) 17 (+3) 6 (-2)

  • Saving Throws Dex +6, Wis +5
  • Skills Acrobatics +6, Perception +5
  • Senses Passive Perception 15
  • Languages Understands your verbal commands

Evasion. When the companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeed on the saving throw, and only half damage if it fails.

Keen Sight. The companion has advantage on Wisdom (Perception) checks that rely on sight.

Actions (Require Your Bonus Action)

Primary Attack. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 1d4 + 4 damage.

Reactions

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.


Eagle

Your eagle companion’s primary attack is a Talons attack and it deals slashing damage. Your companion also gains the following traits:

Ability Score Improvement. The companion’s Strength score increases by 4 for a total of 10 (+0 ability modifier).

Beak (Action). Melee Weapon Attack: +6 to hit, reach 5ft., one target you can see. Hit: 1d6 + 4 piercing damage.

Increased Size. When you reach 11th level, your companion’s size increases to medium and its talons and beak attack damage increases to 1d6 + 4 piercing damage and 1d8 + 4 slashing damage respectively.

Ability Score Improvement. Also at 11th level, the companion’s Strength score increases by 4 for a total of 14 (+2 ability modifier).

Snatch. From 11th level, if the companion moves at least 20 feet straight toward a target and then hits it with a talons attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be grappled by the companion. The companion can snatch and carry a grappled creature if its size is medium or smaller.

The companion can ascend vertically by one foot for every horizontal foot travelled while carrying a creature. If the carried creature’s size is medium, flying counts as difficult terrain for the companion (every foot of movement in difficult terrain costs 1 extra foot) and the creature must be dropped at the end of the companion’s turn, or it falls.

Hawk

Your hawk companion’s primary attack is a Talons attack and it deals slashing damage. Your companion also gains the following traits:

Superior Speed. The companion’s fly speed is 80 ft.

Pack Tactics. The companion has advantage on an attack roll against a creature if at least one of the companion’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Supreme Speed. When you reach 11th level, your companion’s fly speed increase to 100 ft.

Swooping Attack. Also at 11th level, your companion can deal an extra 2d6 damage to one creature if it has advanatge on the attack roll, moves at least 40ft. straight toward the target creature, and then hits it with hits a talons attack on the same turn. If the attack is successful, the companion does not provoke opportunity attacks from the target when it flies out of its reach.

The extra damage dealt by the companions swooping attack increases by 1d6 every time your proficiency bonus increases by 1.

Owl

Your owl companion’s primary attack is a Talons attack and it deals slashing damage. Your companion also gains the following traits:

Darkvision. Your companion has darkvision up to a distance of 120 ft.

Bonus Skill. The companion is proficient in Dexterity (Stealth), with a skill modifier of +5.

Silent Glider. The companion emits no sound and cannot be detected through hearing.

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

Blinding Attack (Recharges after a Short or Long Rest). At 11th level, when the owl companion hits a creature with a talons attack, the targeted creature must succeed on a DC 14 Dexterity saving throw or be blinded for 1 minute. The companion cannot use this ability if the target creature has no discernible eyes, is wearing a closed-face helmet, or isn’t relying on biological eyes to see.

Riding Companion

You’ve trained a mighty steed such as a horse, an elk, or a large flightless bird known as the axe beak, as your faithful companion. Use the game statistics included in the stat bloc below for your companion, and select one of the animals listed underneath. Your companion gains the special traits and abilities listed for your selected animal.

When you reach 11th level, your companion’s capacities increase and gains additional traits, or else sees some of its existing traits improve.


Riding Companion

Large beast, unaligned


  • Armor Class 13 (unarmored defense)
  • Hit Points equal to the companion’s Constitution modifier + your Wisdom modifier + five times your ranger level. The companion’s Hit Dice are d8.
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) (+0) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

  • Saving Throws Str +5, Con +4
  • Skills Athletics +5, Perception +3
  • Senses Passive Perception 13
  • Languages Understands your verbal commands

Keen Hearing. The companion has advantage on Wisdom (Perception) checks that rely on hearing.

Actions (Require Your Bonus Action)

Primary Attack. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d4 + 3 damage.

Reactions

Rear. The companion imposes disadvantage on the attack roll of one creature it can see, provided the attack roll is a melee attack made against its rider.



Horse

Your eagle companion’s primary attack is a Hooves attack and deals bludgeoning damage. Your companion also gains the following traits:

Trampling Charge. If the horse companion moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone and take an additional 2d4 +3 bludgeoning damage.

Improved Damage. When you reach 11th level, your horse companion’s hooves attack damage increase to 2d6 + 3 bludgeoning damage.

Improved Trampling Charge. Also at 11th level, the companion can make a hooves attack against any number of targets in range as long as it moves in a straight line. The companion can move through a prone creature’s space as if it were difficult terrain, but cannot finish its movement in another creature’s space.

Elk

Your elk companion’s primary attack is a hooves attack and deals bludgeoning damage. Your companion also gains the following traits:

Charge (Action). If the elk companion moves at least 20 feet straight toward a target, it can make a special ram attack instead of using its hooves. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3d6 + 3 bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Graceful Stride. When you reach 11th level, moving through nonmagical difficult terrain costs no extra movement for the elk companion. In addition, the companion has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Forceful Leap (Recharges after a Short or Long Rest). Also at 11th level, when you use your bonus action to command your companion to take the Dash action, the elk companion can move through the space of any number of creatures of size medium or smaller, and its movement doesn’t provoke opportunity attacks for the rest of the turn. Every creature through which space the companion has moved must make a DC 13 Strength saving throw or be knocked prone and take 2d4 + 3 bludgeoning damage.

The companion cannot finish its movement in another creature’s space.

Axe Beak

Your axe beak companion’s primary attack is a beak attack and it deals slashing damage. Your companion also gains the following traits:

Wing Flap (Action, Recharges after a Short or Long Rest). The axe beak companion uses its wings to make a melee attack against any number of creatures within 5 feet of it, with a separate attack roll for each target. Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., all targets within reach. Hit: 2d4 + 3 bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Improved Damage. When you reach 11th level, your axe beak companion’s beak and wing flap attacks damage increase to 2d6 + 3.

Improved Critical. Also at 11th level, the axe beak companion beak attacks score a critical hit on a roll of 19 or 20.