Ranger, Variant (5e Class)
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A hooded Tiefling sits at a table in a tavern with a raven on her shoulder. On the other corner of the room, four thugs suspiciously approach her. She looks up, studying the first's mannerisms, then she hastily dodges his attack as he swings at her. She kicks her chair at the man behind her and chugs one of her poultices, then immediately vomits forth a strange goo that covers 2 of the men. They each try to attack, the first can't seem to land a blow, while the second is stuck behind a chair, while the last 2 are unable to move. She pulls out her sword, stumbling around from intoxication, then charges at one while her raven attacks another.
Deep in the forest an Elf stalks an ogre, he knocks his bow, awaiting his quarry. The ogre, runs, terrified of its stalker, as an arrow pierces its body again and again. It runs toward the source of the arrow, and feels another sting on its back, as it turns to the source it sees a blur shoot through the trees at immense speed. The ogre tries to run away, but a bear pounces on it. The Elf sprints to the ogre as his friend pins him down to finish the fight.
Rangers are elusive enthusiasts of nature that use the environment around them to gain the upper hand in survival and combat situations.
Creating a Ranger
You can make a Ranger quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Your third highest ability score should be Constitution or Strength depending on how you want to defeat creatures that may be harder to deal with in combat. Finally, choose the Outlander background.
As a Ranger you gain the following class features.
- Hit Points
Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: One type of artisan's tools or the herbalist kit
Saving Throws: Strength, Dexterity
Skills: Survival and choose 2 from Animal Handling, Insight, Perception, Stealth, Athletics, and Nature
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a martial weapon or (b) two simple weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- a longbow with 20 arrows
- (a) one type of artisan's tools or (b) a herbalist kit
|1st||+2||Animal Companion, Fighting Style||1/4|
|2nd||+2||Know Thy Enemy||1/4|
|4th||+2||Ability Score Improvement||1/2|
|7th||+3||Improvisation, Compounding Barrage||2|
|8th||+3||Ability Score Improvement||2|
|10th||+4||One With The Wilderness||3|
|12th||+4||Ability Score Improvement||4|
|16th||+5||Ability Score Improvement||6|
|19th||+6||Ability Score Improvement||8|
At the 1st Level, you have created a special bond with an animal, a constant companion and friend. Choose a beast that has a CR of ¼ or less. The chosen beast is now your animal companion. During combat, you and your animal companion are treated as the same character, sharing the same turn and initiative. However, you and your animal companion have separate movement speeds and actions, and hostile creatures can still choose to target your animal companion for attacks or spells. If your animal companion is one size smaller than you or smaller, it can occupy the same space as you. In order for your animal companion to take an action, it must hear or see you so that you can issue a command to it. In the event that your animal companion dies, you may receive a new companion of the same species after 1d8 hours of searching. Finally, your animal companion has a Hit Dice of 1d8. Each time you gain a level, your animal companion gains one Hit Dice as well as a Maximum Hit Point increase depending on the result of rolling the Hit Dice (as if it were a Player Character).
This companion gradually becomes stronger over time, gaining special improvements as shown below. Alternatively, you may release your current animal companion and obtain a new animal companion by capturing a beast with a CR equal to the number shown in the Beast CR table (upon a successful Animal Handling skill check) and spending 1d8 consecutive hours bonding with it.
For every three levels that you take in this class, you may take one of the improvements below to add to your animal companion. These improvements apply only to your current animal companion and can only be re-allocated in the event that you must receive a new animal companion after the death of your previous one. However, if you choose to capture a new companion of a higher CR than your previous companion, you do not re-allocate your former animal companion's improvements to the new companion.
- Your animal companion gains a +2 bonus to its AC.
- Choose one melee weapon attack that your animal companion can make. Increase the damage done by this attack by 1d4.
- Your animal companion gains a +2 bonus to hit with its melee weapon attacks.
- Your animal companion gains a +2 bonus on all saving throws it makes.
- Your animal companion's melee weapon attacks are considered magical for the purpose of overcoming damage resistances and immunities.
- Your animal companion may use a bonus action to take the dash or disengage actions.
- Your animal companion gains the Rogue's Evasion feature.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- 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 isn't behind total cover, even if you're 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 hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Thrown Weapon Fighting. You can draw a weapon that has 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.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Know Thy Enemy
Starting at 2nd level, you can use a bonus action to quickly study a creature in order to gain temporary advantages against them. Target a creature within your line of sight, then make an Insight skill check with a DC equal to the targeted creature's CR + 8 (rounded up to 1 for creatures with a CR of less than 1). You gain a +1 bonus to this roll for each of the creatures turns you observe (maintain line of sight). On a successful skill check, you may choose one of the following benefits. The chosen benefit (with the exception of the Detail benefit) remains active for a number of rounds equal to half your Wisdom modifier (rounded up). After successfully gaining a benefit, you cannot use this feature on the same creature more than once per day.
- Vulnerability. You find a vulnerable spot on the targeted creature's body. You gain advantage on attack rolls made against the targeted creature.
- Habit. You notice a quirk that they have when they are hiding information from you. You gain advantage on all Insight and two types of Charisma skill checks of your choice made when interacting with the targeted creature. Additionally, you know if and when they are lying (unless they are under the influence of magic).
- Pressure Point. You find a critical flaw in the targeted creature's means of defense. When you or your animal companion declare an attack on the targeted creature (before rolling to hit), its AC decreases by an amount equal to your Wisdom modifier until the attack is completed.
- Detail. You learn about the creature's anatomy, biology, or other valuable information. You may have the DM reveal to you one of the following pieces of information about the targeted creature:
- The targeted creature's AC
- Up to two of the targeted creature's saving throw proficiencies
- The target's current and maximum Hit Points
- One of the targeted creature's normal, special, or legendary actions
- Pattern. You notice a predictable pattern in their actions. Non-magical attacks made against you or your animal companion by the targeted creature are made at disadvantage.
At the 3rd Level, you can choose an Aptitude that you will specialize in. Choose from Herbalist, Wild-Born, or Whisperer, all detailed at the end of the class description. Your choice grants you features at the 3rd, 6th, 14th, and 18th Levels.
Ability Score Increase
When 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. You may also increase the ability score(s) of your animal companion in the same way. In addition, your animal companion's AC increases by 2. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Beginning at the 7th Level, you may use a bonus action to take advantage of the environment that you are in. If the proper conditions are met, you may choose from one of the following actions:
- Cover. If the environment that you are currently in has large objects that break line of sight, you can target one creature within your line of sight, then jump behind a large object within 10 feet of you as a bonus action. You are now under a certain amount of cover (as determined by your DM). You can then make a Stealth skill check to see if you can hide from the target. On a successful skill check, you gain advantage on your next attack roll against the targeted creature but it still knows your current location.
- Interpose. If the environment that you are currently in has easily manipulated objects of small or medium size (i.e. chairs or small rocks), you can toss one of those objects at a creature within 15 feet of you, distracting the creature. The creature must then make a Wisdom saving throw. On a failed save, until the end of your next turn, you may add half your Wisdom modifier to your AC (rounded up) whenever the distracted creature attempts to attack you. After the first time you successfully Interpose the targeted creature, if the targeted creaute would make this saving throw again within the next 24 hours the saving throw is made with advantage.
- Blind. If the environment that you are currently in has an abundant amount of liquid, sand, or other non-solid objects, you can flick these substances at a creature's face. The targeted creature must make a Dexterity saving throw or become blinded until the start of its next turn. This does not affect creatures with blindsight or other sensory racial traits or features that do not rely on sight.
- Travel. If the environment that you are currently in has difficult terrain that is not caused by magic, you can make an Acrobatics skill check. On a successful check, the difficult terrain is treated as normal terrain by you until the end of your next turn.
Also at the 7th Level, when you land a critical hit on a creature you are attacking, you deal an additional 1d6 damage of your weapon's type against that creature for 1 minute. This damage bonus can stack with itself a number of times equal to your Wisdom modifier, provided that you land an additional critical hit on the creature.
Stating at 9th Level, you may attempt to strike a creature with a flurry of flashy and strangely placed attacks. When you make a melee or ranged attack against a creature that you successfully used the Know thy Enemy feature on, you can use a bonus action to force the target to make a Wisdom saving throw with a DC equal to half the damage you dealt + 10. On a failed save, the targeted creature becomes confused (as if they were under the effect of the confusion spell) for a number of rounds equal to your Wisdom modifier.
One With The Wilderness
At the 10th Level, you have become exceedingly adaptable to the excessive dangers of the world. After completing a long rest, choose one of the following benefits:
- Choose one type of elemental damage (fire, cold, lightning, water, or wind). You are now resistant to that type of damage.
- Choose one environmental condition (Strong Wind, Heavy Precipitation, or High Altitude). You are now acclimated to that type of environment as described on page 110 of the Dungeon Master's Guide.
- You are immune to poison damage and are unaffected by the poisoned condition.
- You are immune to all diseases. Upon gaining a disease, you are immediately cured of it.
At the 11th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At the 16th Level, you can choose two more of your proficiencies (two skills or one skill and one type of artisan's tools) to gain this benefit.
Starting at 13th level, you have mastered the art of improvised combat. While you are prone, you do not have disadvantage on attacks. Additionally, while you are grappling a creature you may use a bonus action to force both you and the grappled creature to be knocked prone.
At the 15th level, you have learned to train your animal companion to match your abilities in combat. Choose two of the following benefits to give to your animal companion. If your animal companion dies, this benefit transfers to the next animal companion.
- Its Hit Point Maximum now becomes equal to your Maximum Hit Points.
- Its AC now becomes equal to your AC. However, all AC bonuses gained from the Ability Score Increase feature are removed.
- Choose one non-magical melee weapon that you own. Melee weapon attacks that your Animal Companion make now deal damage equal to the chosen weapon.
- Choose two saving throws, one skill, and one action that requires a roll. Your animal companion gain a bonus to the chosen saving throws, skills, and actions equal to your proficiency bonus (as if it were proficient in the chosen items).
- Choose one benefit from the Animal Companion feature and apply it to your animal companion.
At 17th level, your wit is as quick as your movements. When you use the Know Thy Enemy feature you may use also use the Improvisation feature as a free action.
At the 20th level, you have honed your tactical thinking to perfection. When you use the Know Thy Enemy feature, you can taget up to four creatures within your line of sight, and any effects applied to targeted creatures now last for one minute.
There are three types of rangers. Each one carves out its own niche to navigate the dangers of the wild. Choose one of the following three Aptitudes to follow.
Herbalists tap into the raw magic of nature to create potions that benefit their party. They're always experimenting in their craft, figuring out new and useful tricks to alter their poultices to make them more effective.
When you choose this Aptitude at the 3rd Level, you learn how to craft poultices. You may create a number of poultices as you have available on the poultice slot list below. The poultice slots found on the list are treated as if they were spell slots (as if you were a spellcasting class), meaning that you can only create a certain number of poultices equal to the amount of poultice slots you have left. Additionally, you regain all used poultice slots after taking a long rest. Creating a poultice requires 1 minute of work. Consuming a poultice that you created uses an action. You also know a certain amount of poultice formulas as described on the poultice list found below. These poultices are magical in nature and lose their effect after taking a long rest. Wisdom is your spellcasting ability modifier and all poultices use this modifier when calculating the effectiveness of each poultice. If a poultice would provide an effect that requires concentration, these last for the entire duration. When created, you must have an empty container or vial to place your formula in. If you have the herbalist kit, you do not need to search for materials to make poultices (unless a poultice requires an ingredient worth a certain number of gold pieces).
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier.
- Poultice Slots
|Ranger Level||Formulas Known||1st||2nd||3rd||4th|
- Poultice List
- Brew Mastery
Also starting at the 3rd Level, you may choose a benefit that affects your brewing capabilities. You gain another choice at the 6th, 14th, and 18th Levels. You can create a number of poultices with these benefits equal to your Wisdom modifier, afterwards you cannot create poultices with these benefits until you take a long rest.
The duration of a poultice that lasts for at least 1 round is doubled. You choose to apply this benefit when brewing the poultice.
You may combine the effects of two different poultices. You choose to apply this benefit when brewing the poultice, which takes up two poultice slots of the required level for each of the two potions.
You may drink your own poultices and any potion as a bonus action.
Instead of brewing a poultice, you can choose to dilute a potion in your possession instead. The diluted potion retains all its normal effects and you create an identical copy of that potion. You can only dilute a potion once per day.
Instead of using a poultice as intended, you may infuse magic into a poultice, consuming one poultice slot of your choice and turning the poultice into a bomb. As an action, you can throw the armed poultice at a target within a 30-foot radius of you. The targeted creature and all creatures within a 5 foot radius of that creature must make a Dexterity saving throw or take a number of d10 fire damage equal to the poultice slot level you used to create the bomb.
When you reach 6th level, you've learned how to add a refreshing taste to your poultices. Whenever a creature drinks one of your poultices they regain a number of hit points equal to your Wisdom modifier.
- Secret Potion Lore
At the 14th level, you have learned to speedily create potions through intense physical concentration. Once per day, you can use an action to create a random potion from the ones provided on the table. These potions only last for 8 hours upon their creation. Roll 1d12 to determine the potion that you create from this feature.
|1||Potion of Healing|
|2||Potion of Invisibility|
|3||Potion of Longevity|
|4||Potion of Diminution|
|5||Potion of Fire Breath|
|6||Potion of Heroism|
|7||Potion of Mind Reading|
|8||Potion of Vitality|
|9||Potion of Stone Giant Strength|
|10||Potion of Poison|
|11||Philter of Love|
|12||Potion of Speed|
At the 18th Level, while you are in direct physical contact with your animal companion it gains the effect of any poultice or potion you drink.
Wild-Born rangers can come from various pasts, such as an ancestor afflicted with lycanthropy, the child of a druid, or had their blood infected by a certain animal. No matter what has caused their blood to change, these rangers tap into the savagery of nature to enhance their bodies through short intense bursts of shape-shifting.
- Primal Blood
When you choose this Aptitude at the 3rd Level, choose one creature from the list below. As an action, you may shape-shift into a hybrid form of the animal you chose for 1 minute (similar in appearance to a werecreature's hybrid form). While in this hybrid form, you gain two benefits, one from the type of creature you become and one from the specific species of creature you become. You can also communicate telepathically to your animal companion while in your hybrid form and your animal companion still recognizes you while you are in your new form. At the 14th Level, you gain a third benefit. You only gain these benefits while in your hybrid form. After you use this feature, you cannot use it again until you finish a long rest.
- Air Creatures
If you choose a creature from this category, you gain a flying speed equal to your base walking speed plus 5 feet.
You gain Blindsight with a range of 40 feet. Once you reach the 14th Level, you also gain 40 feet of tremorsense, which can be used to detect flying, incorporeal, or burrowing creatures. You do not need to be in contact with the source to detect this vibration.
If you are proficient in the Perception skill, you may double your proficiency bonus on all Perception skill checks you make that involve sight. If you aren't proficient in the Perception skill you may add your proficiency bonus to Perception skill checks you make that involve sight. Once you reach the 14th Level, if you are flying and dive at least 30 feet straight toward a target and then successfully hit the target with a melee weapon attack, the attack deals bonus slashing damage to the target equal to half the damage you deal (rounded down).
If you are proficient in the Stealth skill, you may double your proficiency bonus on all Stealth skill checks you make. If you aren't proficient in the Stealth skill you may add your proficiency bonus to Stealth skill checks you make. Once you reach the 14th Level, you gain advantage on Stealth skill checks made in an attempt to hide.
- Large Land Creatures
If you choose a creature from this category, you gain a +2 bonus to your AC.
If you are proficient in the Athletics skill you may double your proficiency bonus on all Athletics skill checks you make. If you aren't proficient in the Athletics skill you may add your proficiency bonus to all Athletics skill checks you make. Once you reach the 14th Level, you also gain advantage on all Constitution saving throws.
You cannot be moved by a non-magical outside force or knocked prone. Once you reach the 14th Level, if you move at least 10 feet in the opposite direction of a creature before you attack it, your next melee weapon attack against that creature deals bonus piercing damage to the target equal to half the damage you deal (rounded down).
As an attack, you can bite using your wolf-like fangs. You are proficient with these natural weapons and they deal 1d8 piercing damage on a successful hit. Once you reach the 14th Level, if your animal companion is within 10 feet of you, you gain a +3 bonus to attack rolls made with melee weapons.
- Small Land Creatures
If you choose a creature from this category, you no longer provoke opporitunity attacks when you move out of a creature's attack range.
You gain advantage on Athletics skill checks made in an attempt to grapple a target. Once you reach the 14th Level, when attempting to grapple a creature, you can also attempt to grapple an additional creature within 5 feet of the original creature. You are also treated as being one size larger when making an attempt to grapple a creature.
You are treated as one size smaller when moving through tight spaces and can occupy the same space as a creature that is your size or smaller. Once you reach the 14th Level you gain the Rogue's Evasion feature.
If you are proficient in the Persuasion skill, you may double your proficiency bonus on all Persuasion skill checks you make. If you aren't proficient in the Persuasion skill you may add your proficiency bonus to all Persuasion skill checks you make. Once you reach the 14th Level you can make a long jump or high jump from a standing position (without using 10 feet of movement and taking no penalties from a standing long or high jump).
- Reptiles and Aquatic Creatures
If you choose a creature from this category, you gain a swimming speed equal to your base walking speed plus 5 feet.
You can breathe in air and water. Once you reach the 14th Level you become resistant to bludgeoning damage (magical and non-magical). Additionally, due to your rough and pointy skin, when a creature makes direct contact with your skin they take 1d8 piercing damage.
You can make a long jump or high jump from a standing position (without using 10 feet of movement and taking no penalties from a standing long or high jump). Once you reach the 14th Level you can use a bonus action to make a grapple attempt with your tongue on a creature within 15 feet of you.
As an attack, you can bite using your powerful crocodile jaw. You are proficient with your bite as a natural weapon, which deals 1d8 piercing damage on a successful hit. Once you reach the 14th Level, you gain a +2 bonus to attack and damage rolls made while in a body of water or underwater.
- Wild Surge
Starting at the 6th Level, you have learned to hone your shape-shifting abilities to become exact copies of creatures found in the wild. As an action, you may transform into the creature that your animal companion is (using the same rules as the Druid's Wild Shape feature). You may use the creature's flying and swimming speeds (if applicable). You can also communicate with your animal companion telepathically while in your Wild Shape and your animal companion still recognizes you while you are in your new form. You can remain in your transformed state for a number of hours equal to half of your Ranger level, afterwards you immediately revert to your true form. You can use this feature once per day. Additionally, you may now use the Primal Blood feature twice before taking a long rest.
- Primal Blood Adept
At the 14th Level, you gain an additional benefit from the Primal Blood feature based on the creature you chose. Additionally, you may now use the Primal Blood feature a number of times equal to your Wisdom modifier before having to take a long rest.
- Master of the Wild
When you reach the 18th Level, you may choose an additional creature that you can change into using the Primal Blood feature. Additionally, you may remain in hybrid form or transformed due to the effect of the Wild Surge feature indefinitely.
Rather than focusing on self-improvement, the Whisperer finds great joy in connecting with the creatures of nature. They create the closest bonds with their animal companions, treating their animal companions as equals and friends rather than having a master-owner relationship.
When you pick this Aptitude at the 3rd Level, you must bind your soul with your animal companion. Doing so requires a moment (30 seconds - 1 minute) of intense concentration while not engaged in combat. Once your souls are binded, you cannot gain a new animal companion, but in the event that your soul-bound animal companion dies and you are not unconscious, you can use an action to revive them at their Maximum Hit Point value and cured of all conditions and curses. Once revived, they will instantly teleport to your current location. After your animal companion is successfully revived, you must make a DC 15 Constitution saving throw or gain 1 level of exhaustion. All levels of exhaustion gained from this feature are removed after you finish a long rest. You can use this feature a number of times equal to half your Wisdom modifier (rounded up), afterwards you cannot use it again until you finish a long rest.
- Companion's Protection
Also at the 3rd Level, you and your companion have decided to use yourselves as a shield for the other. If your animal companion is within 5 feet of you and either of you are targeted by an attack that you can see, one can use a reaction to shield the other from the attack. The other becomes the target of the attack instead. While shielding the other from an attack, the shielding creature's AC decreases by an amount equal to half of their Dexterity modifier (rounded up).
- Animal Empathy
At the 6th Level, your empathy for your animal companion has caused it to grow much faster in strength. This empathy allows you to better understand creatures of its kind. Choose two improvements from the Animal Companion feature and apply them to your animal companion. Additionally, you can freely communicate with creatures that are the same species as your animal companion as if you shared a language. For example, if you chose an eagle as your animal companion, you can now freely communicate with birds as if you shared a language.
- Fight as One
At the 14th Level, your animal companion's skill in combat now nearly matches yours. Choose one improvement from the Assisted Combatant feature and apply it to your animal companion.
- Animal Resonance
At the 18th Level, you are in full harmony with nature and are in complete synchronization with your animal companion. The trust that you have established between each-other is unmatched by other rangers. You can now see and hear through you animal companion as if it were a familiar, and can issue commands telepathically. You always know the exact location of your animal companion, its current Hit Points, any conditions or curses affecting them, and how healthy they are, regardless of their location or any other magical effects on them. Additionally, your animal companion can attack an extra time when taking the attack action. Finally, you can increase the AC and two ability scores of your animal companion's by 1.
Prerequisites. To qualify for multiclassing into the Ranger class, you must meet these prerequisites: Strength or Dexterity 13, Wisdom 13
Proficiencies. When you multiclass into the Ranger class, you gain the following proficiencies: Medium armor and Survival.