{"name":"Alternative Class Features (UA) - Ranger Beast Master","overview":"Overview & Creation\r\nRough 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.\r\n\r\nAfter 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\u2019s thick scales.\r\n\r\nHolding 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\u2019s been tracking and sends the hawk to distract the creature while he readies his bow.\r\n\r\nFar 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.\r\n\r\nDeadly Hunters\r\nWarriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization\u2014humanoid 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.\r\n\r\nThanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature\u2019s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger\u2019s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.\r\n\r\n\r\nIndependent Adventurers\r\nThough a ranger might make a living as a hunter, a guide, or a tracker, a ranger\u2019s 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\u2014and possibly the last\u2014line of defense.\r\n\r\nThis 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\u2019s 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.\r\n\r\n\r\nCreating a Ranger\r\nAs 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\u2019s ways? Did you leave your apprenticeship, or was your mentor slain\u2014perhaps by the same kind of monster that became your favored enemy? 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.\r\n\r\nWhat\u2019s 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?\r\n\r\n\r\nQUICK BUILD\r\nYou can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.\r\n\r\n\r\n\r\nThe Ranger\r\n\r\n-Spell Slots per Spell Level-\r\n\r\nLevel | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th\r\n\r\n1st | +2 | Favored Foe, Deft Explorer | - | - | - | - | - | - |\r\n\r\n2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |\r\n\r\n3rd | +2 | Ranger Archetype, Primal Awareness | 3 | 3 | - | - | - | - |\r\n\r\n4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - |\r\n\r\n5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |\r\n\r\n6th | +3 | Deft Explorer| 4 | 4 | 2 | - | - | - |\r\n\r\n7th | +3 | Ranger Archetype Feature | 5 | 4 | 3 | - | - | - |\r\n\r\n8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | - | - | - |\r\n\r\n9th | +4 | - | 6 | 4 | 3 | 2 | - | - |\r\n\r\n10th | +4 | Deft Explorer, Hide in Plain Sight, Fade Away | 6 | 4 | 3 | 2 | - | - |\r\n\r\n11th | +4 | Ranger Archetype Feature | 7 | 4 | 3 | 3 | - | - |\r\n\r\n12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |\r\n\r\n13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - |\r\n\r\n14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |\r\n\r\n15th | +5 | Ranger Archetype Feature | 4 | 3 | 3 | 2 | - |\r\n\r\n16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |\r\n\r\n17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 |\r\n\r\n18th | +6 | Feral Sense | 10 | 4 | 3 | 3 | 3 | 1 |\r\n\r\n19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |\r\n\r\n20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |\r\n","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per Ranger level after 1st","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Dexterity","skills":"Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n(a) scale mail or (b) leather armor\r\n(a) two shortswords or (b) two simple melee weapons\r\n(a) a dungeoneer's pack or (b) an explorer's pack\r\nA longbow and a quiver of 20 arrows","spellcasting":"By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.\r\n\r\nSPELL SLOTS\r\nThe Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.\r\n\r\n\r\nSPELLS KNOWN OF 1ST LEVEL AND HIGHER\r\nYou know two 1st-level spells of your choice from the ranger spell list.\r\n\r\nThe Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, 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.\r\n\r\n\r\nSPELLCASTING ABILITY\r\nWisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. 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","features":"[b][u]Deft Explorer[\/u][\/b]\r\n[i]1st-level ranger feature[\/i]\r\nYou are an unsurpassed explorer and survivor.\r\nChoose one of the following benefits, and then\r\nchoose another one at 6th and 10th level.\r\n\r\n[u][b]Canny[\/b][\/u]\r\nChoose one skill: Animal Handling, Athletics,\r\nHistory, Insight, Investigation, Medicine, Nature,\r\nPerception, Stealth, or Survival. You gain\r\nproficiency in the chosen skill if you don\u2019t\r\nalready have it, and you can add double your\r\nproficiency bonus to ability checks using that\r\nskill.\r\nIn addition, thanks to your extensive\r\nwandering, you are able to speak, read, and\r\nwrite two languages of your choice.\r\n\r\n[b][u]Roving[\/u][\/b]\r\nYour walking speed increases by 5, and you gain\r\na climbing speed and a swimming speed equal to\r\nyour walking speed.\r\n\r\n[b][u]Tireless[\/u][\/b]\r\nAs an action, you can give yourself a number of\r\ntemporary hit points equal to 1d10 + your\r\nWisdom modifier. You can use this special action\r\na number of times equal to your Wisdom\r\nmodifier (a minimum of once), and you regain all\r\nexpended uses when you finish a long rest.\r\nIn addition, whenever you finish a short rest,\r\nyour exhaustion level, if any, is decreased by 1.\r\n\r\n\r\n\r\n[quote]\r\n[i]Rule Tip: Temporary Hit Points Don\u2019t[\/i]\r\n[i]Stack[\/i]\r\n[i]If you have temporary hit points and receive more of[\/i]\r\n[i]them, you don\u2019t add them together, unless a rule says[\/i]\r\n[i]you can. Instead, you decide which temporary hit points[\/i]\r\n[i]to keep. See chapter 9 of the Player\u2019s Handbook for[\/i]\r\n[i]more information on temporary hit points.[\/i][\/quote]\r\n\r\n\r\n[u][b]Favored Foe[\/b][\/u]\r\n[i]1st-level ranger feature[\/i]\r\nYou can call on your bond with nature to mark a\r\ncreature as your favored enemy for a time: you\r\nknow the hunter\u2019s mark spell, and Wisdom is\r\nyour spellcasting ability for it. You can use it a\r\ncertain number of times without expending a\r\nspell slot and without requiring concentration\u2014\r\na number of times equal to your Wisdom\r\nmodifier (a minimum of once). You regain all\r\nexpended uses when you finish a long rest.\r\nWhen you gain the Spellcasting feature at 2nd\r\nlevel, hunter\u2019s mark doesn\u2019t count against the\r\nnumber of ranger spells you know.\r\n\r\n\r\n[b][u]Fighting Style[\/u][\/b]\r\nAt 2nd level, you adopt a of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[b]ARCHERY[\/b]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[b]DEFENSE[\/b]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[b]DUELING[\/b]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[b]TWO-WEAPON FIGHTING[\/b]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[b]Druidic Warrior[\/b]\r\nYou learn two cantrips of your choice from the\r\ndruid spell list. They count as ranger spells for\r\nyou, and Wisdom is your spellcasting ability for\r\nthem. Whenever you gain a level in this class,\r\nyou can replace one of these cantrips with\r\nanother cantrip from the druid spell list.\r\n\r\n[b][u]Spell Versatility[\/u][\/b]\r\n[i]2nd-level ranger feature (enhances Spellcasting)[\/i]\r\nWhenever you finish a long rest, you can replace\r\none spell you learned from this Spellcasting\r\nfeature with another spell from the ranger spell\r\nlist. The new spell must be the same level as the\r\nspell you replace.\r\n\r\n[b][u]Spellcasting Focus[\/u][\/b]\r\n[i]2nd-level ranger feature (enhances Spellcasting)[\/i]\r\nYou can use a druidic focus as a spellcasting\r\nfocus for your ranger spells. See chapter 5,\r\n\u201cEquipment,\u201d of the Player\u2019s Handbook for a list\r\nof things that count as druidic focuses.\r\n\r\n[b][u]Ranger Archetype[\/u][\/b]\r\nAt 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.\r\n\r\n[b][u]Primal Awareness[\/u][\/b]\r\n[i]3rd-level ranger feature (replaces Primeval[\/i]\r\n[i]Awareness)[\/i]\r\nYou can focus your awareness through the\r\ninterconnections of nature: you learn additional\r\nspells when you reach certain levels in this class\r\nif you don\u2019t already know them, as shown in the\r\nPrimal Awareness Spells table. These spells don\u2019t\r\ncount against the number of ranger spells you\r\nknow.\r\nPrimal Awareness Spells\r\nRanger\r\n\r\n\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]detect magic, speak with animals[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]beast sense, locate animals or plants[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]speak with plants[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]locate creature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]commune with nature[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nYou can cast each of these spells once without\r\nexpending a spell slot. Once you cast a spell in\r\nthis way, you can\u2019t do so again until you finish a\r\nlong rest.\r\n\r\n\r\n[b][u]Ability Score Improvement[\/u][\/b]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[b][u]Extra Attack[\/u][\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[b][u]Land's Stride[\/u][\/b]\r\nStarting at 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.\r\n\r\nIn 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.\r\n\r\n[b][u]Hide in Plain Sight[\/u][\/b]\r\nStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\n\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. 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 camouflage yourself again to gain this benefit.\r\n\r\n[quote]\r\n\r\n[b][u]Fade Away[\/u][\/b]\r\n[i]10th-level ranger feature (replaces Hide in Plain[\/i]\r\n[i]Sight)[\/i]\r\nYou can use a bonus action to magically become\r\ninvisible, along with any equipment you are\r\nwearing or carrying, until the start of your next\r\nturn.\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a short or long rest.[\/quote]\r\n\r\n\r\n[b][u]Vanish[\/u][\/b]\r\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can\u2019t be tracked by nonmagical means, unless you choose to leave a trail.\r\n\r\n[b][u]Feral Senses[\/u][\/b]\r\nAt 18th level, you gain preternatural senses that help you fight creatures you can\u2019t see. When you attack a creature you can\u2019t see, your inability to see it doesn\u2019t impose disadvantage on your attack rolls against it.\r\n\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn\u2019t hidden from you and you aren\u2019t blinded or deafened.\r\n\r\n[b][u]Foe Slayer[\/u][\/b]\r\nAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","subclasses":"[b][u]Beast Master[\/u][\/b]\r\nThe Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.\r\n\r\n\r\n[b][u]RANGER'S COMPANION[\/u][\/b]\r\nAt 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1\/4 or lower. Add your proficiency bonus to the beast\u2019s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.\r\n\r\nThe beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.\r\n\r\nIf you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.\r\n\r\nWhile traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.\r\n\r\nIf the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn\u2019t hostile to you and that meets the requirements.\r\n\r\n[b][u]EXCEPTIONAL TRAINING[\/u][\/b]\r\nBeginning at 7th level, on any of your turns when your beast companion doesn\u2019t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.\r\n\r\nIn addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n[b][u]BESTIAL FURY[\/u][\/b]\r\nStarting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.\r\n\r\n[b][u]SHARE SPELLS[\/u][\/b]\r\nBeginning 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.\r\n\r\n\r\n[b][u]Ranger Companion Options[\/u][\/b]\r\n3rd-level Beast Master feature (enhances Ranger\u2019s\r\nCompanion)\r\nWhile wandering the wilds, a ranger encounters\r\nmany sorts of animals, some of which the ranger\r\nmight befriend. This friendship can arise from\r\nsuccessful use of the Animal Handling skill or the\r\nanimal friendship spell. If the resulting bond is\r\nstrong enough, the animal might join the ranger\r\non adventures.\r\nA ranger who has the Beast Master archetype\r\ncan form an even stronger bond, feeling almost\r\nlike a sibling to an animal. A special type of beast\r\nawaits a Beast Master in the wilds, a creature\r\nwhose lineage stretches back to the beginnings\r\nof the world: a primal beast known as a Beast of\r\nthe Air or a Beast of the Earth. Such a creature\r\nseeks out the type of companionship that a Beast\r\nMaster offers, ready for the two of them to battle\r\nthe imbalances in the natural world.\r\nThe primal beast is a special creature that a\r\nBeast Master can choose for the Ranger\u2019s\r\nCompanion feature. When choosing such a\r\ncreature, you decide whether it is a Beast of the\r\nAir or the Earth, and you determine its\r\nappearance. Stories describe primal beasts that\r\nmystically change form to align with the spirit of\r\ntheir companion.\r\nWhen a primal beast is met apart from a Beast\r\nMaster, the creature takes the form a regular\r\nbeast of challenge rating 1\/4 or lower, as\r\ndetermined by the DM.\r\n\r\n\r\n[quote]\r\n[b][u]Beast of the Air[\/u][\/b]\r\n[i]Small beast, neutral[\/i]\r\n\r\n[b]Armor Class [\/b]13\r\n\r\n[b]Hit Points [\/b]equal the beast\u2019s Constitution modifier + your\r\nWisdom modifier + five times your ranger level (the\r\nbeast has a number of Hit Dice [d6s] equal to your\r\nranger level)\r\n\r\n[b]Speed[\/b] 10 ft., fly 60 ft.\r\n\r\n\u00a0 \u00a0 \u00a0STR\u00a0 \u00a0 \u00a0 DEX\u00a0 \u00a0 \u00a0 CON\u00a0 \u00a0 \u00a0 \u00a0INT\u00a0 \u00a0 \u00a0 WIS\u00a0 \u00a0 \u00a0 CHA\r\n[center]6 (\u22122)\u00a0 16 (+3)\u00a0 13 (+1)\u00a0 8 (\u22121)\u00a0 14 (+2)\u00a0 11 (+0)[\/center][b]Saving Throws[\/b] Dex +5, Con +3, Wis +4\r\n\r\n[b]Skills [\/b]Perception +4, Stealth +5\r\n\r\n[b]Senses darkvision[\/b] 60 ft., passive Perception 14\r\n\r\n[b]Languages [\/b]understands the languages you speak\r\n\r\n[b]Flyby.[\/b] The beast doesn\u2019t provoke opportunity attacks\u00a0\u00a0\r\nwhen it flies out of an enemy\u2019s reach.\r\n[b]\r\nPrimal Rebirth. [\/b]If the beast has died within the last\u00a0hour, you can use your action to touch it and expend a\u00a0spell slot of 1st level or higher. The beast returns to life\u00a0after 1 minute with all its hit points restored.\u00a0\r\n[b]\r\nReady Companion.[\/b] As a bonus action, you can\u00a0command the beast to make its shred attack or to Hide.\r\n\r\n[b][u]Actions[\/u][\/b]\r\n[b]\r\nShred[\/b]. Melee Weapon Attack: +5 to hit, reach 5 ft., one\u00a0target.\r\n\u00a0 \u00a0 \u00a0 \u00a0 Hit: 1d6 + 3 slashing damage.[\/quote]\r\n\r\n[quote]\r\n[b][u]Beast of the Earth[\/u][\/b]\r\n[i]Medium beast, neutral[\/i]\r\n[b]Armor Class[\/b] 12\r\n[b]Hit Points[\/b] equal the beast\u2019s Constitution modifier + your\u00a0Wisdom modifier + five times your ranger level (the\u00a0beast has a number of Hit Dice [d8s] equal to your\r\nranger level)\r\n\r\n[b]Speed[\/b] 40 ft., climb or swim 40 ft. (your choice when you\u00a0bond with the beast)\r\n\r\n\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 STR\u00a0 \u00a0 DEX\u00a0 \u00a0 \u00a0CON\u00a0 \u00a0 \u00a0INT\u00a0 \u00a0 \u00a0 WIS\u00a0 \u00a0 \u00a0 CHA\r\n[center]14 (+2)\u00a0 14 (+2)\u00a0 15 (+2)\u00a0 8 (\u22121)\u00a0 14 (+2)\u00a0 11 (+0)[\/center][b]Saving Throws [\/b]Dex +4, Con +4, Wis +4\r\n[b]\r\nSkills Perception [\/b]+4, Stealth +4\r\n[b]\r\nSenses[\/b] darkvision 60 ft., passive Perception 14\r\n[b]\r\nLanguages[\/b] understands the languages you speak\r\n[b]\r\nCharge[\/b]. If the beast moves at least 20 feet straight\r\ntoward a target and then hits it with a maul attack on\r\nthe same turn, the target takes an extra 1d6 slashing\r\ndamage. The DC equals your spell save DC. If the target\u00a0is a creature, it must succeed on a Strength saving throw\u00a0against your spell save DC or be knocked prone.\r\n[b]\r\nPrimal Rebirth[\/b]. If the beast has died within the last\r\nhour, you can use your action to touch it and expend a\r\nspell slot of 1st level or higher. The beast returns to life\u00a0after 1 minute with all its hit points restored.\r\n[b]\r\nReady Companion[\/b]. As a bonus action, you can\r\ncommand the beast to make its maul attack or to Hide.\r\n\r\n[b][u]Actions[\/u][\/b]\r\n[b]\r\nMaul[\/b]. Melee Weapon Attack: +4 to hit, reach\u00a05 ft., one target. \r\n\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 Hit: 1d6 + 2 slashing damage.[\/quote]\r\n\r\n","tabledata":"The Ranger\r\n\r\n-Spell Slots per Spell Level-\r\n\r\nLevel | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th\r\n\r\n1st | +2 | Favored Foe, Deft Explorer | - | - | - | - | - | - |\r\n\r\n2nd |\u00a0+2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |\r\n\r\n3rd | +2 | Ranger Archetype, Primal Awareness | 3 | 3 | - | - | - | - |\r\n\r\n4th | +2 |\u00a0Ability Score Improvement | 3 | 3 | - | - | - | - |\r\n\r\n5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |\r\n\r\n6th | +3 |\u00a0Deft Explorer| 4 | 4 | 2 | - | - | - |\r\n\r\n7th | +3 | Ranger Archetype Feature | 5 | 4 | 3 | - | - | - |\r\n\r\n8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | - | - | - |\r\n\r\n9th | +4 | - | 6 | 4 | 3 | 2 | - | - |\r\n\r\n10th | +4 |\u00a0Deft Explorer, Hide in Plain Sight, Fade Away | 6 | 4 | 3 | 2 | - | - |\r\n\r\n11th | +4 | Ranger Archetype Feature | 7 | 4 | 3 | 3 | - | - |\r\n\r\n12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |\r\n\r\n13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - |\r\n\r\n14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |\r\n\r\n15th | +5 |\u00a0Ranger Archetype Feature | 4 | 3 | 3 | 2 | - |\r\n\r\n16th | +5 | Ability Score Improvement | 9 |\u00a04 | 3 | 3 | 2 | - |\r\n\r\n17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 |\r\n\r\n18th | +6 | Feral Sense | 10 | 4 | 3 | 3 | 3 | 1 |\r\n\r\n19th | +6 |\u00a0Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |\r\n\r\n20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |\r\n","tags":"D&D 5e,DND,5e,Ranger,UA,Beast,Master,Beast Master","isShared":"on","templateId":"25","blockId":"264137"}