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THE ALTERNATE RANGER”
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THE RANGER
ough and wild looking, a human stalks alone
through the shadows of trees, hunting the ores,
hhe knows are planning a raid on a nearby farm,
Clutching a shortsword in each hand, he
8 becomes a whirlwind of steel cutting down
fone enemy after another
After tumbling away from a cone of freezing
aif-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 ts breath, she
sends one arrow after another to find the gaps between the
dragon's thick scales.
Holding his hand high, a halfelf whistles to the hawk that
Circles high above him, calling the bird back to his side,
Whispering instructions in Elvsh, he points to the ovlbear
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 kecp their unending
watch.
Ruccep SuRVIVALISTS
are well-versed in tracking, hunting and gathering, reading x q
thud this ndhing rnaces nah and
Bit tre cso ange ot low he per
Gs ath cro icm hdd
Rovinc ADVENTURERS
‘Many rangers make their living as hunters, guides or trackers
Jn their home territory, but others hear the call of new lands
to explore, greater prey to conquer, and helpless people in
need of protection and guidance. Taking litle with them but
‘what they can carry and perhaps a beast companion, these
rangers pursue the caling of the adventurer.
‘Accustomed to life far from the comforts of a dry bed and a
hhot bath, rangers are well suited to the adventuring lifestyle,
though their fierce independence may put them at odds with
fellow travelers. 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
‘This is unofficial Fan Content permitted under the Fan Content
Seceohettn ol Wizards of thTHE ALTERNATE RANGER
Level Proficiency Bonus Features
Ist 2
and 42
3rd +2
ath 42
sth 3
6th 43
7th 8
ath 43
sth “4
Toth +4
Hunter's Prey, Natural Expertise, Favored Terrain
Fighting Style, Natural Healer
Ranger Archetype, Favored Enemy
Ability Score Improvement, Martial Versatility
Extra Attack, Far Shot
Roving, Favored Enemy improvement
Evasion, Ranger Archetype feature
Wild Stride, Ability Score Improvement, Martial Versatility
Favored Terrain Master
Nature's Vell, Treless Endurance
vith 44
ath +4
13th +5
14th +5
15th 4
6th “s
17th +6
Vath +6
19th +6
20th +6
Ranger Archetype feature
Split Focus
Ranger Archetype feature
Split Focus improvement
Feral Senses
Foe Slayer
who can carry their own weight in a fight 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 itn 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 un
‘you mastered the ranger's ways? Did you leave your
perhaps by the
‘same kind of monster that became your favored encmy? Or
‘perhaps you learned your skills as part ofa 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
Teamed combat sill, tracking, and natural remedies through,
the necessity of surviving inthe wilds
What's the source of your particular expertise in a certain
Kind of enemy? Did a monster kill someone you loved or
destroy your home village? Or did you see too many innocent
‘apprenticeship, or was your mentor slain
Creatures destroyed by these monsters and commit yourself
toreining in their depredations? Is your adventuring career a
contination of your workin protecting the borderlands, ora
| Sianiticant change?
Favored Terrain Improvement, Ability Score Improvement, Martial Versatility
Favored Enemy improvement, Ability Score Improvement, Martial Versatility
Ability Score Improvement, Martial Versatility
Ability Score Improvement, Martial Versatility
What made you join up with a band of adventurers? Do you
find it challenging to teach new allies the ways ofthe wild or
do you welcome the relief from solitude that they offer?
Quick Burp
You can make a ranger quickly by following these
suggestions. First, make Dexterity your highest ability sore,
followed by Wisdom. (Some rangers who focus on athletes
‘and heavy weapons make Strength higher than Dexterity)
Second, choose the outlander background,
Cass FEATURES
‘Asa ranger, you gain the following class features.
‘Hrr Pornts
Hit Dice: 1410 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1410 (or 6) your Constitution
modifier per ranger level after Ist
PROFICIENCIES
‘Amor: Light armor, medium armor, shields
‘Weapons: Simple weapons, martial weapons.
Tools: Herbalism kit
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‘aie property of Wizards of the Coast. © Wizards of the Coast LLC.
a+ Saving Throws: Dexerity, Strength,
‘Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth,
Survival
EQuipMenr
You start with the following equipment, in addition to the
equipment granted by your background:
+ (@)scale mail or (b)leather armor
+ (@)1wo shortswords or (b)two simple melee weapons
‘+ Ga dungeoneer's pack or (b)an explorer’s pack
‘© Alongbow and a quiver of 20 arrows
HunTer's PREY
‘Starting from 1st level, as a bonus action on your turn, you
‘may designate a single ereature as your pres: You must be
fable to see or hear this creature, or succeed on a Wisdom
(Gurvival) check to track it, the difficulty of which is
determined by the Dungeon Master based on your access to
tracks or other clues
‘You have advantage on Wisdlom (Survival) or Intelligence
(vestigation) checks to track your prey, as well as Wisdom
(Perception) checks to find them. In addition, you deal an
extra 146 damage to the target whenever you hitit with a
weapon attack,
‘You can have only one creature designated as your prey at
fa time. Your designation lasts until your next long rest, or
‘until you designate a new ereature as your prey. You may’
‘designate prey the number of times shown for your ranger
Jevel in the Alternate Ranger class table, and these uses
recharge on a short rest.
NATURAL EXPERTISE
Starting at Ist level you gain proficieney in Nature and
Survival. If you are already proficient in any ofthese sill,
your proficiency bonus is doubled for any ability check you
make with them.
FAVORED TERRAIN
‘You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such
regions. At Ist level choose one type of favored terrain: arctic,
coast, desert, forest, grassland mountain, swamp, or the
Underdark,
‘When you make an Intelligence or Wisdom check related
to your favored terrain or the creatures that dwell there, you
have advantage on the check if you are using a skill that
youre proficient in. When in that terrain, you can ignore the
effects of non-magical dificult terrain, and all enemies that
attempt to track you by non-magical means have
disadvantage. You can also move stealthily at a normal pace.
‘At 12th level you can add a second type of favored terrain,
‘slong. as you have spent at least a week traveling init. You
ccan add additional favored terrain types through the same
process, but they must replace one of your current two; you
‘cannot have more than two at a time, unless stated
otherwise.
FIGHTING STYLE
At 2nd level, you adopt a particular style of fighting as your
‘specialty. Choose one of the following options. You cantt take
«Fighting Style option more than once, even if you Tater get
to choose again,
‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approved endorsed by Wizards, Portions ofthe materials used
‘are property of Wizards of the Coast. © Wizards of the Coast LLC. va “Archery. You gain a #2 bonus to attack rolls you make
with ranged weapons.
‘+ Blind Fighting. You have blindsight with a range of 10
feet. Within that range, you can effectively see anything
that isnt behind total cover, even if youre blinded or in
darkness. Moreover, you can see an invisible creature
within that range, unless the creature successfully hides
from you,
‘+ Defense. While you are wearing armor, you gain a:¥1
bonus to AC.
‘= Dueling. When you are wielding a melee weapon in one
hhand and no other weapons, you gain a=2 bonus to
damage rolls with that weapon,
‘+ Thrown Weapon Fighting. You can draw a weapon that
hhas 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
‘+ TwoWeapon Fighting. When you engage in twoweapon
fighting, you can add your ability modifier to the damage
ofthe sceond attack. You ean draw a weapon that has the
light property as part ofthe attack you make with the
weapon.
Natural HEALER
Your experience surviving in the harsh wilderness has taught
you how to identify and make use of medicinal plants
Starting at 2nd level you may spend 1 houra day searching a
natural area for helpful herbs and fungi; this ean count as
‘part of a short or long rest, Roll a Wisdom (Survival) check
‘against the DC corresponding to your environment. You have
advantage on this check in your favored terrain.
Narurat HEALER DC
Environment Dc
Forest, Grassland, Swamp 10
Mountain, Coast 15
Arctic, Desert, Underdark 20
(On a suecess, you find enough herbs to produce a number
of healing pouttices equal to your Wisdom modifier. You must
hnave an herbalism kit to produce these items, On a failure,
‘you can only produce a number equal to half your Wisdom
‘modifier (rounded down}
Healing poultices are non magical items which can be
applied to an adjacent creature by any creature with Survival
lor Medicine proficiency, using an action or bonus action on.
their turn, The target creature regains hit points equal to 1d6
for every two levels you have in this class (rounded down) and
loses the poisoned condition. The healing poultice is
‘consumed by this use. Healing poultices lose their potency
24 hours after being produced.
RANGER ARCHETYPE
At 3rd level, you choose to emulate the ideals and tra
a ranger archetype. Your choice grants you featu
evel and again at 7th, 11th, and 15th level
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‘are property of Wizards of tigi
FAVORED ENEMY
By 3rd level you have studied a specific type of enemy
creature and can hunt it more easily. Choose a type of favored.
constructs, dragons,
elementals, fey, fiends, giants, monstrosities, oozes, plants, or
enemy: aberrations, beasts, celestials
‘undead Alternatively, you ean select a race of humanoid, sich
as gnolls or elves. You may also choose a particular faction,
‘such as the Zhentarim in the Forgotten Realms or a
Dragonmarked House in Eberron.
You have advantage on Wisdom (Survival) checks to track
these creatures, and Intelligence checks to recall or discover
information about them, such as Nature or Investigation
‘checks. When you roll initiative and can see an enemy that
belongs to the chosen category, you can use Hunter's Prey as
a free action, designating that enemy.
You have advantage on saving throws against your favored
‘enemy's characteristic innate abilities, such as.a dragon's
Frightful Presence or Breath Weapon, but not against spells
they cast.
‘When you gain this feature, you also learn one language of
your choice that is spoken by your favored enemies, i they
speak one at all
You choose one additional favored enemy, as well as an
associated language, at 6th and L4th level As you gain levels,
your choices should reflect the types of monsters you have
‘encountered on your adventures.ABILITY ScoRE IMPROVEMENT
When you reach 4th level and again at 8th, 12th, 14th, 16th,
‘and 19th level you can increase one ability score of your
choice by [Link] you ean increase two ability scores of your
choice by 1. As normal, you canit increase an ability score
above 20 using this feature.
MARTIAL VERSATILITY
Whenever you reach a level in this class that grants the
Ability Score Improvement feature, you can replace a fighting
style you know with another fighting style available to
rangers. This replacement represents a shift of focus in your
‘martial practice,
Extra ATTACK
Beginning at 5th level you can attack twice, instead of once,
whenever you take the Attack action on your turn,
Far SHOT
At Sth level your experience in the field has taught you how
to focus your aim at a distance, increasing your accuracy.
Double your ranged or thrown weapons’ range increments.
(Attacking at long range still imposes disadvantage).
Rovinc
A Oth level, your walking speed increases by 5 feet, and you
gain a climbing speed and swimming speed equal to ten less
than your walking speed Your speeds increase by an
additional 5 feet while in your favored terrain,
Evasion
Beginning at 7th level you can nimbly dodge out of the way of
certain area effects, such as a red dragon's fiery breath or an
ice storm spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw fo take only half
‘damage, you instead take no damage if you sueceed on the
saving throw, and only half damage if you fail
‘WILD STRIDE
Beginning at 8th level, your movement is unaffected by all
difficult terrain, including magical difficult terrain.
FAVORED TERRAIN MASTER
ALOth level your mastery of your favored terrain grants you
benefits even outside of it You gain a benefit based on your
favored terrain type. Ifyou have multiple favored terrains, you
dain the benefit associated with each type.
n resistance to cold damage and advantage
‘on saving throws against extreme cold effects.
* Coast. Your swimming speed increases by 10 feet and you
‘ean hold your breath underwater for up to 15 minutes,
+ Desert. You gain resistance to fire damage and advantage
fon saving throws against extreme heat.
+ Forest. Your climbing speed increases by 10 feet and you
ales to Dexterity (Stealth) checks from
‘wearing medium armor.
* Grassland. Your walking speed increases by 10 feet
+ Mountain. Your climbing speed increases by 10 feet and
you have resistance to damage from falling
+ Swamp. You gain resistance to poison damage and
advantage on saving throws against poison.
+ Underdark. You gain darkvision out to.a range of 60 feet
Iyou already have darkvision, increase its range by 30
feet.
ignore pe
NarTure’s VEIL
Beginning at 10th level you gain a +5 bonus to Stealth
checks while in natural terrain, and advantage on Stealth
checks in your favored terrain, You cannot be tracked by non.
magical means in any terrain‘TIRELESS ENDURANCE
At 10th Ievel you persist through pain, exhaustion, and even
neardath. As an action, you can give yourself a number of
temporary hit points equal to 1410+ your Wisdom modifier
(minimum of 1 temporary hit point}. You can use this action a
number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
‘Whenever you finish a short rest, your exhaustion level if
any is decreased by
In addition, if you are unconscious and have two death
‘saving throw fa re advantage on your next death
saving throw:
Spurr Focus
Starting at 13th level you can focus on two foes at once,
hhunting both of them down, When you designate prey with
‘Hunter's Prey. you can pick up to two creatures as your prey,
and you can have two active prey simultaneously. This
‘number increases to three at 17th level
FERAL SENSES
‘At 18th level your senses have become so precise as to detect
even what is invisible t0 you. When you attack a creature you
canit see, your inability to see it doesn't impose disadvantage
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‘are property of Wizards of the Coast. © Wieards of the Coast LLC.
‘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 ereature isn't hidden
from you and you aren't blinded and deafened.
Due to your heightened senses, you can act quickly in the
face of danger. You add your Wisdom modifier to your
initiative rolls, and you cannot be surprised in combat.
For SLAYER
At 20th level you become an unparalleled hunter of your
enemies. Add your Wisdom modifier to all attack and damage
rolls made against your prey, in addition to any normal
modifiers,
a
OPTIONAL RULE: MULTICLASSING.
Ability Score Minimum. You must have Dexterity
and Wisdom scores of at least 13 to take a level in.
this class, orto take a level in another class if you
are already a ranger.
Proficiencies Gained. \f ranger isn't your initial
class, you gain proficiency in ight armor, medium
armor, shields, simple weapons, martial weapons,
Cone skill from the class's skil is, herbalism kits
eoRANGER ARCHETYPES
HUNTER
‘The hunter isthe most classic of ranger archetypes. Whether
you stand as a self sufficient outlander or as the bulwark
between civilization and the terrors of the wild. you excel in
specialized techniques for taking down your prey.
Hunter's Eve
At 3rd level you become proficient in the Perception skill if
you were not already: Double your proficiency bonus for any
ability checks made using this skill
Hounrer's Quarry
‘At Gr evel you gain one of the following features of your
choice
+ Colossus Slayer. Your tenacity can wear down the most
potent foes, When you hit a creature with a weapon
attack, the creature takes an extra 148 damage iis
below its hit point maximum. You can deal this extra
damage only once per turn
Giant Killer When a Large or larger creature within 5
feet of you hits or misses you with an attack, you can use
‘your reaction to attack that creature immediately after its
attack, provided that you can see the creature.
‘+ Horde Breaker. Once on each of your turns when you
‘make a weapon attack, you ean make another attack with
the same weapon against a different creature that is.
within 5 feet ofthe original target and within range of your
weapon.
DerENstve TACTICS
At 7th level you gain one of the following features of your
choice
+ scape the Horde. Opportunity attacks against you are
‘made with disadvantage.
+ Maltiattack Defense. When a creature hits you with an
attack, you gain a + bonus [Link] against all subsequent
attacks made by that creature for the rest ofthe turn,
‘© Steel Wilk You have advantage on saving throws against
being frightened
Murtiarrack
Al Llth [Link] gain one of the following features of your
choice
‘© Volley. You can use your action to make a ranged attack
against any number of creatures within 10 feet ofa point
{you can see within your weapon's range. You must have
ammunition for each target, as normal and you make a
Separate attack rol foreach target ,
© Whirlwind Attack. You can use your action to make 5
Select ceed eee ae
Bee etrth a soparat lial roll for exc nrc. + Stand Against the Tide. Wien a hostile creatise misses
you with a melee attack, you can use your reaction to foree
Superior HuNTER's DEFENSE that creature to repeat the same attack against another
At 15th level you gain one of the following features of your ‘creature (other than itself) of your choice.
choige + Uncanny Dodge. When an attacker that you can see hits
you with on attack, you can useyous eae a
atack’s damage against you.
This is wnoffical Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions ofthe materials used
"are property of Wizards of the Coast. 6 Wizards of the Coast LLC.Brast MASTER
‘The Beast Master archetype embodies friendship between
* the civilized races and the beasts of the world United in
© © focus, beast and ranger work as one to fight the monstrous
foes that threaten etvilization
Emslating the Beast Master archetype means committing
yourself to this ideal, working in partnership with an animal
‘sits companion and friend.
1d the wilderness alike.
RANcER's COMPANION
‘At Sed level you gain a beast companion that accompanies
{you on your adventures and is trained to fight alongside you.
This able to understand simple speech and commands. The
beast grows along with you, using your proficiency bonus
(PB)as its own. The beast can be created using the steps in
Appendix A: Companion Creation. Choose traits that fit the
type of creature you wish to bond with, or use one of the
‘example stat blocks,
In combat, the beast acts during your tum. Itcan move and
use its reaction and bonus action (if applicable) on its own,
but the only action it takes isthe Dodge action, unless you
take a bonus action on your turn to command itt take
‘another action. That action can be one in its stat block o
1 also sacrifice one of your attacks
‘when you take the Attack action to command the beast to use
‘an Attack, Dash, Disengage or Help action. Ifyou are
incapacitated the beast can take any action of its choice, not
just Dodge.
Like a player character, the beast becomes unconscious at
Obit points and makes death saving throws Ifthe beast has
died within the last hour, you can spend 1 minute using a
healing poultice to revive it with half the hit points normally
provided by the healing poultice. The beast can also roll Hit
Dice to regain Hit Points on a short rest, and follows all
resting rules that apply to player characters,
some other action. You
ANIMAL WHISPERER
es [At 3rd level you become proficient in Animal Handling ifyou
ie. ‘weren't already. Double your proficiency bonus for ability
checks made using this skill
EXCEPTIONAL TRAINING
Beginning at 7th level, our beast companion can use the
Help action instead of the Dodge action on any turn in which
you did not give ita command. In addition, the beast’s attacks
‘now count as magical for the purpose of avercoming
resistance and immunity fo nonmagical attacks and damage.
Bestrat Fury
Starting at 11th level when you command your beast
‘companion to take the Attack action, the beast can make two
attacks.
SHARE Prey
Beginning at 15th level your beast companion shares the
benefits of Hunter's Prey when attacking or tracking any
§BFeature you have marked as your prey.
ie: Not approved/endorsed by Wizards. Portions ofthe materials used
past. Wizards of the Coast LLC.‘This is unofficial Fan Content permitted under the Fan Content Policy Not appro
by * ‘ate,property of Wizards of the Coast. @Wiza:
GLOOM STALKER
Gloom stalkers are at home in the darkest places: deep under
the earth, in gloomy alleyways, in primeval forests, and
wherever else the light dims. Most folk enter such places with
trepidation, buta gloom stalker ventures boldly into the
darkness, seeking to ambush threats before they can reach
the broader world Such rangers are often found in the
Underdark, but they will go any place where evil larks in the
shadows,
DREAD AMBUSHER
Ar 3ed level you master the art of the ambush, At the start of
‘your first turn of each combat, your walking speed increases
by 10 feet, which lasts until the end of that turn. Ifyou take
the Attack action on that tra, you can make one additional
weapon attack as part ofthat action. Ifthat attack hits, the
target takes an extra 148 damage of the weapon's damage
‘ype.
UMpRAL SicuT ;
[AL 3ed level your eyes have hecome accustomed taheay
darkness. You gain darkvision out to a range of 60 feet. 'you ma
already have darkvsion, its range increases by 30 fet.
You are also adept at evading ereatures tha rely on
darkvision. While in darkness, you have advantage on Stealth
checks to hide from any creature that relies on darkvision to
see you in that darkness.
SHADOW SENSE
Your senses are finely attuned to detect foes even when,
blinded or in magical darkness. At 7th level you gain
blindsight with a range of 10 feet, or an additional 10 feet if
you already have blindsight. You also gain tremorsense with a
range of 30 feet, or an additional 30 feet if you already have
tremorsense,
STALKER'S FLURRY
At L1th level you learn to attack with such unexpected speed
that you ean turn a miss into another strike, Once on each of
‘your turns when you miss with a weapon attack, you can
‘make another weapon attack as part ofthe same action.
Suapowy Dopcr
Starting at 15th level, you ean dodge in unforeseen ways,
making expert use ofthe shadows around you. Whenever a
Creature makes an attack roll against you and doesrit have
advantage on the roll, ou can use your reaction to impose
disadvantage on it. You must use this feature before you
know the outcome of the attack rollMonster SLAYER
You have dedicated yourself to hunting down creatures of the
night and wielders of grim magic
yer seeks out
y. fiends, and other magical thee
sters’ supernatural powers, layers
and defeating mighty, mystical
exotic of creatures. When you use Hunter's
‘a creature you can see within 60 feet of you, you
diately earn whether the creature has any dam
Monster Expert
You have an encyclopedic knowl
supernatural At 3rd
jgc of all things strange and
in proficiency in the Arcana
Iron Minp
By 7th level you have honed your ability
altering powers of your prey. You gain proficie
saving throws. If you already have this pro
1 the mind:
xy in Wisdom
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{instead gain proficen
theaws (your choice)
yi Incellig
‘Macrc-Usrr's Nemesis
At LIth level you gain the abil
c. When you see a
to thwart someone else's
ma ng a spel or teleporting
within 60
attack against that creature with a weapon you are holding, If
the attack hits, the creature m
B+ your Wis
succeed on a Constitution
saving throw (DC
profi
n modifier + your
teleport fails and is wasted.
ou use this feature, until y
finish a short or long rest.
Staver's COUNTER
th level you gain the ability to counterattack when your
prey tries to sabotage you. Ifyour prey forces you to make a
saving throw, you can use your reaction to make ane weapon
attack against the prey. You make this attack immediately
saving throw. Ifthe attack hits, your save
addition to the attack’ normal
approvedjendorsed by Wizards. Portions ofthe materials usedHERBALIST
Herbalists are masters of fr
Jdenvify useful plants and craft potent medicines from them,
able to quickly spot and
FORAGER
At 3rd level. you halve the time needed to find herbs usin
[Natural Healer to thirty minutes per day, and the Natural
Healer DC ofall terrain types is decreased for you by 5. The
‘number of healing pouttices you can produce per day
increases to 2+ your Wistlom modifier, or half that number
‘na failed Survival check (rounded down).
HERBAL ADEPT
Starting at 3rd level add your Wisclom modifier to the
healing provided by healing poulices you produce. Your
proficiency bonus is doubled for any skill check you make
with an herbalists kit, and you have proficiency in the
Medicine skill ifyou did not already
RESILIENT CONSTITUTION
AL Teh level your experience surviving on wild forage in the
wilderness has made you hardy: You gain proficiency in
throws, and have. ‘on saving
throws against being poisoned.
POISONER
The studies of eures and poisons are inextricably linked, and
one ean be repurposed into the other.
‘can expend one healing poultice
ting for your weapons. For the next
hour, when you hit a creature with a weapor
force the creature to make a Constiati
8+ your Wis
failed
HERBAL MasTER
‘Your medicines have become more advanced and versatile
sn soothing the mind as well as the bod
level if your healing poultices are ap
poisoned, paralyz -afened, stunned, frightengd oF
‘harmed, any and all of those conditions immediatel
that creature,OvuTRIDER
Many rangers disdain the idea of riding an animal
‘companion, but for some this is the ultimate expression of
the bond between ranger and beast. Whether charging over a
hillside or riding wild and free across the plains, outriders
and their mounts fight and live as one,
BonpED MounT
Born To RipE
Starting at 3rd level your mastery as a rider becomes
‘apparent. You have advantage on saving throws made to
avoid falling off your mount. Ifyou falloff your mount and
descend no more than 10 feet, you can land on your feet if
you're not incapacitated.
Final, mounting or dismounting a creature costs you only
5 fect of movement, rather than half your speed.
Rancer's CHARGE
Starting at 7th level, you use your mount's momentum to
deadly effect. Ifyour mount moves at least 20 fe
uninterrupted while you are riding it and you take the Attack
‘action the first of your attacks to hit that turn deals an
additional damage dic of damage.
‘TRAMPLING CHARGE
Starting at 11th level you can spur your mount to plow
through whole groups of enemies. Use your action to
command your mount to move in a straight line up tots
speed. It can move through oceupied spaces, which count as
difficult terrain. All creatures in its path must succeed at a
Dexterity saving throw (DC = 8 + your Wisdom modifier +
‘your proficiency bonus) or take 5d6 bludgeoning damage, or
half as much on a successful save. A Huge or larger enemy
blocks the path ofthe charge but still takes damage. You can
tise this feature a number of times up to your Wisdom
modifier, and regain all uses after you and your mount
complete a long rest
Sbecenpary BonD
[At 15th level, the bond between you and your mount has
frown so strong that you instinctively understand each other:
fc per tur, you can command your mount o Attack,
Bésh, Disengage or Help as part ofyour action, instead of
using your bonus action.
cont ics. Not approvediendorsed by Wizards. Portions ofthe materials used
fF iet-@Wizards of the Coast LLC. adHorsE
Large beast (Bulky)
‘Armor Class 10+P8+Dex
Hit Points 6 + six times your ranger level, has a
number of Hit Dice (410s) equal to your ranger
level
Speed 45 ff, swim 15 ft
STR DEX CON INT WIS CHA
14+PB 10+PB 14+PB 6(-2) 124PB 11 (+0)
Skills Perception, Survival, Stealth, Athletics
Saving Throws Strength, Dexterity
Senses darkvision 60 ft, passive Perception 10 +
Perception
Languages
Keen Smell The horse has advantage on Wisdom
(Perception) checks that rely on smell
Keen Hearing. The horse has advantage on Wisdom
(Perception) checks that rely on hearing.
‘Swift The horse's speeds all increase by 5 feet from
base.
Charge. f the horse moves at least 20 feet straight
toward a target and then hits it with a natural
weapon on the same turn, the target takes an extra
146 damage. Ifthe target isa creature, it must
succeed on a DC 1048 Strength saving throw or
be knocked prone.
‘Second Wind (Recharges after Short or Long Rest)
The horse can use a bonus action to regain hit
points equal to 1d6 + your ranger level.
Actions
Bite. Melee weapon attack: reach 5 ft, one target.
Hit: 148+Str piercing damage. Ifthe horse hits a
target with a bite attack, it can use its bonus action
to attempt to grapple that target.
Purmmel Melee weapon attack: reach 5 ft, one
target. Hit: 146+Str bludgeoning damage. If the
horse hits a target with a pummel attack, it can use
its bonus action to attempt to shove that target.
=
‘TRAPPER
‘Some rangers prefer to let their quarry come to them, setting
‘cunning traps for unsuspecting prey
SNAREGRAFTER
At 3d level. you gain proficiency with tinker's tools, and you
Tearn to craft two snares of your choice from the Basic
Snares list below. You learn two more Basic Snares at 7th
level
A snare is built within a single Soot square. Once
‘constructed, it cant be moved without destroying or
triggcring the snare.
bo
Crafting a snare takes one minute and requires you to be
‘holding tinkers tools in both hands, You can have a number
of snares crafted equal to your proficiency bonus.
Your snare DC equals 8 + your proficiency bonus + your
‘Wisdom modifier All saving throws and checks triggered by
‘snares use your snare DC. You can choose whether the snare
is visible or hidden: i you choose hidden, a creature must
succeed at a Perception or Investigation check against your
‘snare DC to find it.
Basic SNARES
Alarm Snare. You create an alarm snare by rigging one or
‘more noisy objects to a trip wire or pressure plate. When a
‘Small or larger ereature enters the square, the snare makes @
noise loud enough that it ean be heard by all ereatures within
200 feet.
Harapering Snare. You arrange brambles, wires, sticky
‘200, or other materials to interfere with a creature's
movement. A five-foot radius circle of difficult terrain forms
‘when this snare is triggered. A creature can use its action to
lear the dificult terrain from one five foot square they are
standing on or adjacent to.
Hobbling Snare. You rig vines, ropes, oF wires to cinch
tight around a creature that triggers this snare. It must
‘succeed on a Dexterity saving throw or have its speed halved,
for 1 minute, or until it uses an action to untangle itself
“Marking Snare. & soare used to track or identify. On a
failed Dexterity saving throw it marks the triggering creature
‘with a sticky dye oF scent marker, ranging from a small mark,
toa bucket of paint. The creature is marked for 24 hours or
‘until ie washes itself for ten minutes.
‘Signaling Saare. 4 subtle snare that does not reveal itself
‘when triggered or affect the triggering creature, but instead
‘causes a small disruption to the terrain that can be used for
tracking.
‘Spike Snare. This basic snare consists of hidden spikes
‘that rely on a creature's momentum to lacerate or potentially
impale it when it triggers the snare, The creature must,
attempt a Dexterity saving throw or take 248 piercing
‘damage, or haf that much on a successful save. The snare
‘counts as difficalt terrain,
‘Trip Snare. You seta cunning wire to trip a creature. A
creature that triggers the snare must make a Dexterity saving
‘throw or fall prone until its next turn. The snare counts as
difficult terrain, even on a success.
‘Trap FINDER
‘Your expertise in making traps makes them easy to spot for
you. Starting at 3rd level you have advantage on Perception
‘oF Investigation checks to find hidden traps.
Quick Swares
Starting at 7th level you can rg a snare in only moments. You
can crat snares that normally take 1 minute using one
action. The snare is visible unless you use a bonus action to
hide i, which requires a successful Stealth check against
nearby enemies’ passive Perception.
ADVANCED SNARECRAFTER
At 11th level. you begin to experiment with more powerful
‘and dangerous snares. You learn how to craft two snares
from the Advanced Snares list. You cannot use Quick Snares
with Advanced Snares.
‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approved endorsed by Wizards. Portions ofthe materials used
‘are property of Wizards of the Coast. @ Wizards of the Coast LLC.‘(ADVANCED SNARES
Biting Snare. \ snare whose jaws shut tight on the leg of a
creature that steps on it, The creature must succeed at a
Dexterity saving throw or take 6d6 piercing damage, or half
‘as much on a successful save, and have its speed halved until
it succeeds at an Athletics check to remove the snare.
Bomb Snare. An alchemical incendiary readied to blow.
Upon this snare being triggered, every creature within a 10-
foot radius must succced at a Dexterity saving throw or take
646 fire damage, or half as much on a success,
Poison Dart Snare. \ pressure plate or tripwire triggers a
volley of poison-tipped darts. Each creature within a 10oot
‘radius of the snare must succeed at a Dexterity saving throw
Or take 1d4 piercing damage and 28 poison damage, and
succeed at
Constitution saving or gain the poisoned
condition for 144 rounds,
‘Stunning Snare. \ weight swings down to bash the
triggering creature senseless, It must succeed at a Dexterity
‘saving throw or take 646 bludgeoning damage and be
stunned until the end ofits next turn.
SNARE MASTER
At 15th level. double the number of snares you can have
crafted ata single time. I'you use the Attack action, you can
craft a snare in place of one of your attacks, rather than using
2 fall action. You ean eraft both Basic and Advanced Snares
in this way, or by using an action,
‘Thisis wnoficial Fan Ci
‘WarvEN
All rangers have a deep connection to the wildemess, but
‘wardens delve even further, into the realm of primal
mysticism. Wardens are often trained by a druidic circle, in
lorder to serve as the first line of defense between the civilized,
‘world and the mysteries ofthe wild
SPELLCASTING
‘When you reach 3rd level you augment your martial prowess
“with the ability to cast spells
Cantrips. You learn theee cantrips: shillelagh and two
‘other cantrips of your choice from the druid spell list. You
learn another druid cantrip of your choice at 10th level These
ccantrips become warden spells for you
‘Spell Slots. The Warden Spelicasting table shows how
many spell slots you have to cast your spells of Ist level and
higher. To cast one ofthese spells, you must expend a slot of
the spells level or higher. You regain all expended spel slots
‘when you finish a long rest
For example, ifyou know the Istlevel spell ensnaring
strike and have a Isclevel and a 2ndlevel spell slot available,
you can cast ensnaring strike using either sit.
‘Spells Kaown of Ist Level and Higher. Yos know three
Istlevel spells of your choice from the druid or ranger spell
list, two of which must be from the transmutation or
conjuration schools. These spells become warden spells
tent permitted under the Fan Content Polis. Not approvediendorsed by Wizards, Portions of the materials used
‘ane property of Wizards of the Coast. ©Wizards of the Coast LLC.foryou.
‘The Spells Known column of the Warden Spelleasting
table shows when you learn more druid or ranger spells of
Ist level or higher. Bach of these spells must be a
{transmutation or conjuration spell of your choice, and must
be ofa level for which you have spell slots. For instance,
‘when you reach 7th level in this class, you can learn one new
spell of Ist or
‘The spells you learn at Sth, 14th, and 20th level can come
from any school of magic.
‘Whenever you gain a level in this class, you ean replace one
cof the spells you know with another spell of your choice from
the druid or ranger spell ist. The new spell must be ofa level
for which you have spell slots, and it must be a transmutation
(or conjuration spell, unless youre replacing the spell you
gained at 3rd 8th, 14th, or 20th level from any school of
magic.
‘Spolleasting Ability: Wisdom is your spelleasting ability
for your warden spells, since they are derived from your
instinctive connection to primal magic, You use your Wisdom.
whenever a spell refers to your spelleasting ability. In
addition, you use your Wisdom modifier when setting the
saving throw DC for a warden spell you cast and when
‘making an attack rol with one.
il level
Spell save DC = 8 + your proficiency bonus + your Wiselom
modifier
‘Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Drurpic WARRIOR
‘Starting at 3rd level, when you cast shillelagh, you can target
‘up to two quarterstaves or clubs that you are holding, The
duration ofthe spell increases to 1 hous. Ifyou are holding a
(quarterstaff affected by shillelagh in two hands, the damage
die increasestoad12.
In addition, when you hit your prey with a spell attack roll
froma warden spell you can add 146 to the damage, as you
would with a weapon attack,
WARDEN SPELLCASTING
ey 4 oan ‘Ist 2nd 3rd 4th
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sth 3 aE
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12th 4 ORGZERS -
13th 4 SEN
4th 4 100043
15th 4 OMEN
16th 4 Te oes
17th 4 eee
18th 4 1 4 ee
19th 4 een
oth 4 3 4 aePRIMEVAL AWARENESS
[Beginning at 71h level you ean use your action w foes your
awareness on the region around you. For I minute, you ean
‘sense whether the following types of creatures are present
within 1 mile of you (or within up to 6 miles ifyou are in your
favored terrain): aberrations, celestials, dragons, elementals,
fey, fiends, undead, and your favored enemy if i's not already
‘nthe Hist; how many there are; and roughly how close they
are, though not their exact location.
In addition, you learn speak with animals and beast sense,
‘and can cast either without expending a spell slot. Once you
cast either spell with this feature, you can't cast that spell
with it again until you finish a long rest.
VANISH,
‘Starting at 11th level,you can draw on the powers of nature
to hide yourself from view briefly, As a bonus action, you can
‘magically become invisible, along with any equipment you are.
wearing or carrying, for 1 minute in non-natural terrain, 10
‘minutes in natural terrain, and one hour in your favored
terrain. The effect ends ifyou take damage or make an attack.
‘You can use this feature a number of times equal to your
Wisdom modifier, and you regain all expended uses when you
finish a long rest.
‘This is unofficial Fan Content permitted unde the Fan Content Poli. Not approved/endorsed by Wizards, Portions of the materials used
‘are property of Wizards of the Coast. © Wieards of the Coast LLC.
PRIMAL COMMUNION
Beginning at 15th level you learn speak with plants, focate
creature and commune with nature, and you ean cast each
‘one once without expending a spell slot. Once you cast one of
these spells with this feature, you can't east that spell with it
‘again until you finish a long rest
Pe
Arr CREDITS (IN ORDER OF USE)
Many thanks to the following artists
(cover)APPENDIX A: COMPANION
CREATION
Srep 1: Sizz
Your companion is a Tiny, Small or Medium beast (our
choice)
Sep 2: ABILITIES AND DEFENSES
‘Your companion is proficient in Perception, Survival either
Intimidation or Stealth, and either Athletics oF Acrobatics as
well as Strength and Dexterity saving throws. Ithas one of
the following ability seore arrays
COMPANION ABILITY SCORE ARRAYS
Arey Str Dex Con Int. Wis Cha
Bulky 144PB 10sPB 14498 6 124PB 11
Middling 14:PB 12+PB 12sPB 6 124PB 11
Light 11478 14+PB 115PB 6 «124PB_ 17
Its Armor Class = 10 + PB + its Dexterity modifier, and it
hhas.a number of Hit Dice equal to your ranger level itis
Bully, its Hit Points equal 6 + six times your ranger level and
its Hit Dice are d10s, fit is Middling its Hit Points equal 5 +
five times your ranger level and its Hit Dice are d8s. If itis
Light, its Hit Points equal 4 + four times your ranger level,
and its hit dice are d6s.
Strep 3: SENSES
Your companion has darkvision 60 ft. and two of the
following Sense features:
+ Keen Smelt The beast has advantage on Wisdom.
(Perception) checks that rely on smell
+ Keen Hearing. The beast has advantage on Wisdom
(Perception) checks that rely on hearing.
+ Keen Sight. Toe beast has advantage on Wisdom
(Perception) checks that rely on sight.
‘© Keen Touch, The beast has tremorsense 40 ft
‘+ Boholocation. The beast has blindsight 60 ft. as long. as it
isnot deafened.
Step 4: SPEED
has one of the following Speed options:
© Land-based 40 fi, swim 10 f.
© Climber 30 f, climb 30 ft
Flyer 10 8, fy 60 ft. Must use the Light array.
+ Aquatic. 5 t, swim 60 i.
+ Amphibian. 20 f, swien 40 8.
+ Burrowes: 20 it, burrow 10
‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approved endorsed by Wizards. Portions ofthe materials used
. ‘are property of Wizards of the Coast. @ Wizards of the Coast LLC. ol
Srep 5: SPECIAL MOVEMENT
‘Your companion has one ofthe following special Special
Movement features:
+ Hold Breath. The beast can bold its breath for 15
‘minutes
+ Amphibious. The beast can breathe air and water.
+ Standing Leap. The beasts long jump is up to 10 feet
‘and its high jump is up to 5 feet, with or without a sunning
start.
+ Running Leap. With a 10 foot running start, the beast
can fong jump up to 25 feet.
+ Sare-Pooted The beast has advantage on Strength and
Dexterity saving throws made against effects that would
knock it prone.
+ Spider Climb. The beast can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
*+ Flyby. The beast doestit provoke opportunity attacks
‘when itflies out of an enemy's reach,
* Stither. The beast does not need limbs to walk, swim or
climb.
+ Swift. The beast’s speeds ail increase by 5 feet from base.
Strep 6: NATURAL WEAPONS
‘Your companion is proficient in two ofthe following natural
‘weapons, Note that it must have tecth to bite, claws to claw,
and a stinger to sting (though sting can be reflavored as an
alternate bite) Pammel can use any blunt natural weapon the
creature possesses, including fists or hooves. Gore can use
thorns, antlers or tusks. Tal can use a tal or tentacle.
Note that beasts can grapple without a free hand, using
their mouth, or body in the case of constrictors.
+ Bite. Melee weapon attack: reach 5 ft, one target. Hit
1d8+Ste piercing damage. Ifthe beast its a target with a
bite attack, it ean use its bonus action to attempt to
‘grapple that carget
* Claw: Melee weapon attack: finesse, reach 5 ft, one
tanget. Hit; 1d4Str/Dex slashing damage, Ifthe beast
‘makes a claw attack using its action, it can make another
claw attack as a bonus action,
‘+ Pummel Melee weapon attack: reach 5 ft, one target. Hit:
1d6+Str bludgeoning damage, Ifthe beast hits a target
with a pummel attack, it can use its bonus action to
attempt to shove that target.
+ Sting. Melee weapon attack: finesse, reach 5 ft, one
target, Hit; 1d4Str/Dex piercing damage. Ifthe target
fails its saving throw against Envenom, it takes an
additional 148 poison damage.
* Gore, Melee weapon attack: reach 5 ft, one target. Hit:
1d6+Str piercing damage. Ifthe beast uses Charge on this
aitack, the damage dic increases toa d12+ Til. Melec weapon attack: teach 10 fi, one target. Hit:
146+Str bludgeoning damage,
Srep 7: SPECIAL ATTACK
Your companion has one ofthe following Special Attack
features:
Change. the beast moves at least 20 feet straight toward
a target and then hits it with a natural weapon on the
‘same turn, the target takes an extra 1d6 damage. Ifthe
target is a creature, it must succeed on a DC 10+PB
‘Strength saving throw or be knocked prone.
‘© Pounce, Ifthe beast makes a long jump at least 10 feet
straight toward a target and then hits it with a natural
‘weapon on the same turn, the target takes an extra 1d6
damage. Ifthe target isa creature, it must succeed on a
DC 10+PB Dexterity saving throw or be knocked prone,
Dire. the beast flies or swims at least 30 feet downward
toward a target and then hits it with a natural weapon on
the same turn, the targct takes an extra 1d6 damage. If
the target is a creature, it must succeed on a DC 10+PB
Constitution saving throw or be stunned until the end of
its next turn,
+ Crush, Ifthe beast succeeds on an Athletics check to
grapple, it deals additional bludgeoning damage to the
target equal to its Strength modifier.
+ Bavenom. If the beast succeeds on a bite or sting attack,
the target must make a DC 10+PB Constitution saving
throw. On a failure, the target is poisoned It ean repeat
this saving throw at the end of each ofits turns, On a
successful save itis no longer poisoned.
+ Pack Tactics. The beast has advantage on attack rolls
against a creature ifat least one of the beast’s allies is
within 5 fect of the creature and the ally isnt
wcapacitated.
Srep 8: SPECIAL RECOVERY
thas one of the following Special Recovery features, which
ccan be used once and recharges on a short or long rest:
+ Toughen Up. The beast can use its reaction to give itself
advantage on Constitution saving throws against being
poisoned or paralyzed for I minute, and gain temporary
hit points equal to half your ranger level (rouncled up)
Relentless. Ifthe beast takes damage less than your 3+
anger level that would reduce it to 0 bit points, itis
reduced to 1 hit point instead.
+ Second Wind The beast can use a bonus action to regain
hit points equal to 1d6 + your ranger level
ru 2.
‘This is wnoticial Fan Content permitted under the Fan Content Polis. Not approvedjendorsed by Wizards. Portions of the materials used
EXAMPLES
‘The following are examples of companions you can take at
level 3,a8 their stat blocks would appear at that level
Bic Cat
Medium beast (Midaling)
‘Armor Class 14
Hit Points 20
‘Speed 40 ft, swim 10 ft
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (2) 14 (+2) 11 (0)
‘Skills Perception +4, Survival +4, Stealth +4,
‘Athletics +5
‘Saving Throws Strength +5, Dexterity +4
‘Senses darkvision 60 ft, passive Perception 14
i
Keen Smell The cat has advantage on Wisdom
(Perception) checks that rely on smell
Keen Sight. The cat has advantage on Wisdom
(Perception) checks that rely on sight.
Leap. The cat's long jump is up to 10 feet
and its high jump is up to > feet, wth or without a
running start,
Pounce. f the cat makes a long jump at least 10 feet
straight toward a target and then hits it with a
natural weapon on the same turn, the target takes an
extra 146 damage. Ifthe target isa creature, it must
succeed on a DC 12 Dexterity saving throw or be
knocked prone.
‘Second Wind (Recharges after Short or Long Rest).
The cat can use a bors action to regain hit points
equal to 146 + your ranger level
Actions
Bite. Melee weapon attack: +5, reach 5 ft, one
target. Hit: 1d8+3 piercing damage. Ifthe cat hits a
target with a bite attack, it can use its bonus action
to attempt to grapple that target
law. Melee weapon attack: +5, reach 5 ft, one
target Hit: 1443 slashing damage If the cat makes
a claw attack using its action, it can make another
claw attack as a bonus action.
‘are propesty of Wizards of the Coast. © Wieards of the Comst ELC. -
—Hounp
Small beast (Middling)
‘Armor Class 14
Hit Points 20
Speed 40 ft, swim 10 ft
STR DEX CON INT WIS CHA
16 (+3) 14 (42) 14 (42) 6 (-2) 14 (42) 11 0)
Skills Perception +4, Survival +4, Intimidation +2,
Athletics +5
‘Saving Throws Strength +5, Dexterity +4
Senses darkvision 60 ft, passive Perception 14
Languages --
Keen Smell The hound has advantage on Wisdom
(Perception) checks that rely on smell
Keen Hearing. The hound has advantage on Wisdom
(Perception) checks that rely on hearing,
Running Leap. With a 10-foot running start, the
hound can long jump up to 25 feet.
Pack Tacties. The hound has advantage on attack
rolls against a creature if atleast one of the hound's
allies is within 5 feet of the creature and the ally
isn't incapacitated.
Relentless (Recharges after Short or Long Rest) Ifthe
hound takes damage less than 3 + your ranger level
that would reduce it to O hit points, its reduced to
Thit point instead.
Actions
Bite, Melee weapon attack: +5, 5 ft, one target. Hit:
14843 piercing damage. If the hound hits a target
with a bite attack, it can use its bonus action to
attempt to grapple that target.
Claw. Melee weapon attack: +5, finesse, reach 5 ft,
cone target. Hit: 1d4+3 slashing damage. Ifthe
hound makes a claw attack using its action, it can
make another claw attack as a bonus action.
FALCON
Tiny beast (Light)
‘Armor Class 15
Hit Points 16
‘Speed 10 ft, fly 60 ft
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 6&2) 14 (+2) 11 40)
‘Skill Perception +4, Survival +4, Stealth +4
‘Acrobatics +5
Saving Throws Strength +3, Dexterity +5
‘Senses darkvision 60 ft, passive Perception 14
i
Keen Smell The falcon has advantage on Wisdom
(Perception) checks that rely on smell
Keen Sight. The falcon has advantage on Wisdom
(Perception) checks that rely on sight.
Flyby. The falcon doesn't provoke opportunity
attacks when it flies out of an enemy's reach,
Dive. If the falcon flies at least 30 feet downward
toward a target and then hits it with a natural
weapon on the same turn, the target takes an extra
1d6 damage. Ifthe target is a creature, it must
succeed on a DC 12 Constitution saving throw or
be stunned until the end of its next turn
Relentless (Recharges after Short or Long Rest) Ifthe
falcon takes damage less than 3 + your ranger level
that would reduce it to © hit points, itis reduced to
Thit point instead
Actions
Bite, Melee weapon attack: +5, reach 5 ft, one
target. Hit: 148+1 piercing damage. Ifthe falcon
hits a target with a bite attack, it can use its bonus.
action to attempt to grapple that target.
(law, Melee weapon attack: +5, finesse, reach 5 ft.
one target. Hit: 1d4+3 slashing damage. If the
falcon makes a claw attack using its action, it can
make another claw attack as a Bonus action.
“This unoticial Fan Content permited under the Fan Content Poles. Not approvedendorsed by Wizards. Portions oth materials Ged
are property of Wizard of the Coast, GWieards of the Gaaer LLC,