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At 3rd level you choose your ranger discipline: Starting at 10th level, your companion has
Hunter, Skirmisher, or Feral Caster. Your advantage on all saving throws. Additionally,
choice grants you features at 3rd level and its attacks count as magical for the purposes
again at 7th, 11th, and 15th level. of overcoming resistances.
When you reach 4th level, and again at 8th, Beginning at 13th level, you can use an action
12th, 16th, and 19th level, you can increase to study a creature and gain insight into its
one ability score of your choice by 2, or you capabilities. Choose a creature you can see
can increase two ability scores of your choice within 120 feet. You learn the target’s
by 1. As normal, you can’t increase an ability damage vulnerabilities, damage resistances,
score above 20 using this feature. damage immunities, and condition
immunities.
Once you use this ability, you can’t use it
again until you finish a short or long rest.
Beginning at 5th level, you and your animal
companion form a more potent fighting team.
When you hit a target with an attack, your
companion has advantage on their next At 14th level, when you're within 5 feet of
attack against the same target as long as it each other, you and your animal companion
makes the attack before the beginning of your can use a reaction to impose disadvantage on
next turn. an attack roll against the other.
Beginning at 6th level, while within 60 feet of At 17th level, you appear to be everywhere in
you, your beast companion can use its bonus battle. While not in civilization, you can
action to Dash, Disengage, Dodge, or Help. expend your movement to disappear from
behind cover and appear behind cover in any
other spot within 500 feet. You must have at
least 5 ft of movement left to use this ability.
At 9th level you can disappear into the
The cover must grant you at least half-cover
wilderness. While not in civilization, you and
your beast companion can each use the Hide and it must be natural (a tree, a bush, a rock,
action as a bonus action on your turn. Also, etc.) Man-made objects, like a wagon or
you can't be tracked by nonmagical means, crate, will not work with this ability.You arrive
unless you purposefully leave a trail. at exactly the spot desired. It can be a place
Finally, if you and your animal companion you can see or one you can visualize.
take one minute to camouflage yourselves, You can bring along objects, as long as their
weight doesn't exceed what you can carry.
you gain a +10 bonus to Dexterity (Stealth)
You can also bring your animal companion,
checks as long as you remain there without
though it must be within 5 feet of you when
moving or taking actions. Once you move or
you move.
If you would arrive in a place already
occupied by an object or a creature, you When you choose this Discipline at 3rd level,
appear within 5 ft of your target space and you become relentless in pursuit of your
the creature is surprised. If there is no room quarry. When your marked quarry moves
you fail to move and your movement is away from you, you can use your reaction to
expended. move the same number of feet as your quarry
You must finish a short or a long rest before (up to your movement speed).
using this feature again.
At 20th level, you become unparalleled at Starting at 11th level, when you hit an enemy
dropping your chosen foe. When you score a with a weapon attack your beast can use a
critical hit against your marked quarry, reaction to melee attack the same enemy.
calculate critical hit damage as normal. If the
target still has more than 0 hit points, you can
force the creature to make a Constitution At 15th level, you gain the ability to pin your
saving throw with a DC equal to 8 + your mark in place. When you hit the creature you
proficiency bonus + your Wisdom modifier. have marked, you can choose to forgo
On a failure, the target immediately drops damage and restrain the creature instead.
to 0 hit points. On a success, the creature Once restrained, the target can use its action
loses half its remaining hit points and is to make a Strength (Athletics) or Dexterity
stunned for one round. Once you use this (Acrobatics) (its choice) check to break free.
ability, you can’t use it again until you finish a The DC equals 8 + your proficiency bonus +
long rest. your Wisdom modifier.
Once you use this ability, you can’t use it
again until you’ve take a short or long rest.
3rd 2 3 2 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
Starting at 11th level, your communion with
nature allows you to travel great distances in 9th 2 6 4 2 — —
14th 3 10 4 3 2 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1