Some rangers find power and solace being alone,
practicing by oneself on the fringes of society.
Others seek untamed magic in the wilds to control
and abuse. The Dragon Hunter is none of these.
Their power comes from the unrivaled cooperation
between them and their steed, their skill is
signified by the trust that is put on each other; their
mastery in combat relies on their mental union
and friendship. No true ranger can ever hope to
challenge the greater foes of the world without the
help of their lifelong companion.
Dragon Hunter Rangers stride on their intelligent
mounts and challenge the mighty foes of the wilds.
They strategize and formulate plans to bring
down giants. They utilize their greater speed to
outmaneuver purple worms. They take to the sky to
meet dragons face to face. No challenge is too great
when you face them together. Two heads are always
better than one.
Primed Purpose
3rd level Dragon Hunter feature
You learn an additional spell when you reach
certain levels in this class, as shown in the Dragon
Hunter spells table.
Each spell counts as a ranger spell for you, but it
doesn’t count against the number of ranger spells
you know. Each of these Dragon Hunter spells are
empowered for you.
Dragon Hunter Spells
Ranger Level Spell
3rd Hunter’s Mark
5th Find Steed
9th Protection from Energy
13th Locate Creature
17th Circle of Power
Empowered Hunter’s Mark: The first Hunter’s
Mark you cast on a day does not cost a spell slot,
and you do not have to hold concentration for it.
This Hunter’s Mark is always cast at its lowest
level. In addition, being within 5 feet of a hostile
creature that is Hunter’s Marked doesn’t impose
disadvantage on your ranged attack rolls.
Empowered Find Steed: Your steed is under the
permanent effect of a Warding Bond spell for as
long as you ride it. In addition, your steed gains 5
maximum hit points for every Ranger level you have
after 3rd. These extra hit points do not count for
the extra forms your Steed obtains at 11th level for
the Find Greater Steed feature.
Empowered Protection from Energy: The ranger
may cast Protection from Energy as a bonus action
rather than as an action. Further, its duration is
increased to up to 1 hour.
Empowered Locate Creature: If the creature
named or described as part of the spell is one of
your Favored Enemies; then you become immune
to the Charmed, Frightened, Blinded, and Deafened
conditions if the source of those conditions comes
from that creature. Further, illusions created by the
creature you are seeking do not fool you and you
see through its invisibility if it has any. All of these
effects last for as long as you retain concentration
on the spell.
Empowered Circle of Power: If the Ranger loses
concentration on Circle of Power, instead of the
spell ending; it instead simply has its duration
reduced to 1 minute. The spell then continues to
function as normal until the end of the minute.
One for All
3rd level Dragon Hunter Feature
The training between a Dragon Hunter and
her Steed is incessant, filled with hardship and
struggle. The training doesn’t always pay off, but
when it does; it makes it all worth it. These features
only function when the Ranger is actively riding a
Steed.
As a bonus action, the Ranger may roll a Wisdom
(Animal Handling) check and get a bonus to
damage based on the roll. The Animal Handling
check is contested versus the Difficulty Checks
presented below, and the ranger gets a damage
bonus based on the highest Difficulty Check
passed. The damage bonus lasts until the end of
the Ranger’s turn or until it hits with an attack,
whichever comes first. This feature also uses the
action of the Steed.
DC 10 + 2 damage
DC 15 + 4 damage
DC 20 + 8 damage
DC 25 + 12 damage
DC 30 + 16 damage
In addition, the Ranger’s Steed works to defend
his rider at all cost. Whenever the Steed uses a
Dodge action, the Ranger gets a +2 to AC until the
beginning of its next turn.
Concentrated Evasion
7th level Dragon Hunter feature
A single wrong move is enough to lose it all when
you fight Wyrms and other mighty creatures. And
so, the commonsense response is to never make
the wrong move.
When you or your Steed are subjected to an effect
that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage
if you succeed on the saving throw, and only half
damage if you fail. This effect is only active if the
Ranger is actively riding his or her Steed.
Greater Find Steed
11th level Dragon Hunter feature
The training is over. There is nothing else to learn.
Now only excellence is expected.
Your Find Steed spell becomes even more
powerful, granting your Steed greater benefits.
The physical form that your Steed spirit can take is
now greater. In addition to the list of creatures your
Steed can take from the Find Steed spell, you can
also choose between Griffon, Pegasus, Peryton,
Dire Wolf, Rhinoceros, or a Saber-Toothed Tiger.
The creature has the statistics provided in the
Monster Manual for the chosen form. If your Steed
takes on any of these new forms, the Steed gains 5
maximum hit points for every Ranger level above
11th.
Further, the Ranger may bind the physical body and
spirit of a willing creature to the Find Steed spell;
provided that the creature has the physiology to be
ridden by the Ranger, that it is of the appropriate
CR, and that it is either a beast, monstrosity or
dragon. For this feature, the creature must have
a Challenge Rating not higher than 1/5th of the
Ranger’s level rounded up. The ritual takes 1 hour
and costs 1,000gp in components. At the end of the
ritual, the body of the creature dissipates in fine
dust and becomes attuned and bonded with the
Ranger. From here on, the Ranger may summon
the creature using the Find Steed spell alongside
any benefits that the spell gives.
All for One
11th level Dragon Hunter feature
When you cast a spell that requires concentration
while mounting a Steed bonded to you via the
Find Steed spell, you may choose whether the
Ranger or the Steed will hold concentration
for that spell. In this manner, the Ranger may
hold up to two concentration spells active by
using the Steed’s help. However, the Ranger and
Steed cannot both concentrate on the same spell
twice. For example, the Ranger may not cast
Hunter’s Mark twice and have both himself and
the Steed hold concentration. But the Ranger
could instead, cast Protection from Energy and
Hunter’s Mark and have each hold one of the spell’s
concentration. This restriction also includes the
Empowered Hunter’s Mark, even though it has no
concentration.
Both the Ranger and Steed must follow standard
rules for concentrating on spells. The Steed uses
its own stats for its concentration checks. However,
if the Ranger unwillingly loses concentration
because of received damage or any other
source, then both the Ranger and the Steed lose
concentration on their spells.
Coordinated Strategy
15th level Dragon Hunter feature
The Ranger and her loyal Steed may confer for 10
minutes to discuss strategy and defense measures
against their foes. At the end of the 10 minutes,
the Ranger must do a Wisdom (Animal Handling)
check. You gain a pool of damage reduction equal
to the score obtained from the Wisdom check.
Whenever the Ranger or the Steed take damage
from an attack, ability, or spell; the Ranger may
spend a reaction to take from the pool of damage
reduction and reduce the damage taken, up to the
maximum amount remaining on the pool.
You may get a new pool of damage reduction
only once per short rest. Activating this feature
overwrites any previous pool you may have.