This document provides an overview of three Ranger archetypes:
1) Beastmaster - Allows Rangers to find allies among animals of the wild. They can gain the Beast Friend knack and their beast gains temporary hit points and increased armor equal to the Ranger's proficiency bonus.
2) Hunter - Rangers can become guardians to two beasts at once, including one Large beast. Their beasts are treated as magical and gain bonuses like hiding as a bonus action.
3) Warden - Rangers trained as elite mounted operatives who swear allegiance to an organization. They gain proficiencies in armor, skills and a mount to serve them. At higher levels they gain features like direct high-level access or
This document provides an overview of three Ranger archetypes:
1) Beastmaster - Allows Rangers to find allies among animals of the wild. They can gain the Beast Friend knack and their beast gains temporary hit points and increased armor equal to the Ranger's proficiency bonus.
2) Hunter - Rangers can become guardians to two beasts at once, including one Large beast. Their beasts are treated as magical and gain bonuses like hiding as a bonus action.
3) Warden - Rangers trained as elite mounted operatives who swear allegiance to an organization. They gain proficiencies in armor, skills and a mount to serve them. At higher levels they gain features like direct high-level access or
This document provides an overview of three Ranger archetypes:
1) Beastmaster - Allows Rangers to find allies among animals of the wild. They can gain the Beast Friend knack and their beast gains temporary hit points and increased armor equal to the Ranger's proficiency bonus.
2) Hunter - Rangers can become guardians to two beasts at once, including one Large beast. Their beasts are treated as magical and gain bonuses like hiding as a bonus action.
3) Warden - Rangers trained as elite mounted operatives who swear allegiance to an organization. They gain proficiencies in armor, skills and a mount to serve them. At higher levels they gain features like direct high-level access or
At 11th level you can become a guardian ranger to Rangers rove the wilds for varied reasons — for the two beasts at once, one of which can be Large. love of nature, for a sworn duty, or simply for the coin to pad their purse. Loyalty’s Reward Beastmaster At 15th level, if damage reduces a beast you are the guardian ranger of to 0 hit points, it makes a With their affinity to nature, some rangers have a Constitution saving throw against a DC equal to talent of finding allies among the animals of the wild. 10 + the attack modifier of the damaging attack. On a success, the beast drops to 1 hit point instead. Beast Whisperer A beast can use this feature once between long rests. At 3rd level when you choose this archetype, you gain the Beast Friend knack if you don’t already Warden know it, and the beast can be of CR 1/4 or less. In Some rangers are trained as part of an elite corps of addition, whenever the beast rolls initiative, it gains mounted operatives. These outriders typically swear a number of temporary hit points equal to your level allegiance to a crown, a nation, or other purposeful multiplied by your proficiency bonus, and its Armor organization, serving as scouts, border protection, Class increases by an amount equal to your profi- personal guards, informants, or other specialists ciency bonus. in the corps. As a bonus action on your turn, you can order the beast to take an action on its turn. If you order the beast to attack, it adds your proficiency bonus Organized Training to attack and damage rolls. At 3rd level you gain experience and training rele- vant to your role as an outrider. Choose two of the Hunter’s Pet following to become proficient with: heavy armor, Animal Handling, History, or vehicle (land). At 7th level, any beast you are the guardian ranger of treats its natural weapons as magical, and gains one of the following features: Saddled Up Camouflage. The beast can take the Hide Also at 3rd level you choose an animal to serve as action as a bonus action. your mount such as a draft horse, a pony, a camel, Celerity. The beast can take the Dash action an elk, or a mastiff (the Narrator might allow other as a bonus action. animals as your mount.) Your mount must be at Evasion. The beast can take the Dodge action least one size larger than you. Additionally, if your as a bonus action. mount has an Intelligence of 5 or less, its Intelli- gence becomes 6, and it has the ability to under- stand one language of your choice that you speak.
On Assignment Skillful Execution
At 7th level, you gain one of the following features. When taking up the mantle of a warden you may receive a commission or assignment from your ranger corps. Work with the Narrator to choose an organization and assignment A Royal Audience You have direct access to higher echelons of appropriate to your campaign. your organization. You gain an expertise die on Persuasion checks.