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.