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if you succeed on the saving throw, and only half
R a n g e r A r c h e t y p e s
damage if you fail.
The ideal o f the ranger has two classic expressions: the Stand Against the Tide. W hen a hostile creature
Hunter and the Beast Master. m isses you with a melee attack, you can use your reaction
to force that creature to repeat the sam e attack against
H u n t e r
another creature (other than itself) of your choice.
Emulating the Hunter archetype means accepting your Uncanny Dodge. W hen an attacker that you can see
place as a bulwark between civilization and the terrors hits you with an attack, you can use your reaction to
of the wilderness. As you walk the Hunter’s path, you halve the attack’s damage against you.
learn specialized techniques for fighting the threats
you face, from rampaging ogres and hordes of orcs to B e a s t M a s t e r
towering giants and terrifying dragons. The Beast Master archetype em bodies a friendship
between the civilized races and the beasts of the world.
H u n t e r ’s P r e y
United in focus, beast and ranger w ork as one to fight
At 3rd level, you gain one of the following features
the monstrous foes that threaten civilization and the
of your choice.
wilderness alike. Emulating the Beast Master archetype
Colossus Slayer. Your tenacity can w ear down
means committing yourself to this ideal, working in
the most potent foes. W hen you hit a creature with a
partnership with an animal as its com panion and friend.
weapon attack, the creature takes an extra 1d8 damage
if it’s below its hit point maximum. You can deal this R a n g e r ’s C o m p a n i o n
extra damage only once per turn. At 3rd level, you gain a beast com panion that
Giant Killer. W hen a Large or larger creature within accom panies you on your adventures and is trained to
5 feet of you hits or m isses you with an attack, you can fight alongside you. Choose a beast that is no larger than
use your reaction to attack that creature immediately Medium and that has a challenge rating of 1/4 or lower
after its attack, provided that you can see the creature.
(appendix D presents statistics for the hawk, mastiff,
Horde Breaker. Once on each o f your turns when you
and panther as examples). Add your proficiency bonus
make a weapon attack, you can make another attack to the beast’s AC, attack rolls, and damage rolls, as well
with the same weapon against a different creature that as to any saving throws and skills it is proficient in. Its
is within 5 feet of the original target and within range hit point maximum equals its norm al maximum or four
of your weapon. times your ranger level, whichever is higher.
The beast obeys your com m ands as best as it can. It
D e f e n s i v e T a c t i c s
takes its turn on your initiative, though it doesn’t take an
At 7th level, you gain one of the following features
action unless you com m and it to. On your turn, you can
o f your choice.
verbally com m and the beast where to move (no action
Escape the Horde. Opportunity attacks against you
required by you). You can use your action to verbally
are made with disadvantage.
com m and it to take the Attack, Dash, Disengage, Dodge,
Multiattack Defense. W hen a creature hits you
or Help action. Once you have the Extra Attack feature,
with an attack, you gain a +4 bonus to AC against
you can make one weapon attack yourself when you
all subsequent attacks made by that creature for the
com m and the beast to take the Attack action.
rest of the turn.
W hile traveling through your favored terrain with only
Steel Will. You have advantage on saving throws
the beast, you can move stealthily at a norm al pace.
against being frightened.
If the beast dies, you can obtain another one by
spending 8 hours magically bonding with another beast
M u l t i a t t a c k
that isn’t hostile to you, either the sam e type of beast as
At 11th level, you gain one of the following features
before or a different one.
of your choice.
Volley. You can use your action to make a ranged
E x c e p t i o n a l T r a i n i n g
attack against any num ber of creatures within 10 feet
Beginning at 7th level, on any of your turns when
o f a point you can see within your w eapon’s range. You
your beast com panion doesn’t attack, you can use a
must have ammunition for each target, as normal, and
bonus action to com m and the beast to take the Dash,
you make a separate attack roll for each target.
Disengage, Dodge, or Help action on its turn.
Whirlwind Attack. You can use your action to make a
melee attack against any number o f creatures within 5 B e s t i a l F u r y
feet of you, with a separate attack roll for each target. Starting at 11th level, your beast com panion can
make two attacks when you com m and it to use the
Su p e r i o r H u n t e r ’s D e f e n s e
Attack action.
At 15th level, you gain one of the following features
o f your choice. S h a r e S p e l l s
Evasion. You can nimbly dodge out of the way of Beginning at 15th level, when you cast a spell targeting
certain area effects, such as a red dragon’s fiery breath yourself, you can also affect your beast com panion with
or a lightning bolt spell. W hen you are subjected to an the spell if the beast is within 30 feet of you.
effect that allows you to make a Dexterity saving throw
to take only half damage, you instead take no damage

