1. Notes

Drakewarden

Ranger Conclave

Wikidot

Drakewarden

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

d6Origin
1You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2A secret order of rangers who collect and guard draconic lore taught you their ways.
3A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
5An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

Draconic Gift

At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.

You gain the following benefits:

  • Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you.
  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Primal Companion (Optional)

This 3rd-level feature replaces the Ranger's Companion feature.

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Beast of the Land
Medium Beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 40 ft., climb 40ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2)15 (+2)8 (-1)14 (+2)11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge:
Proficiency Bonus: equals your bonus
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Beast of the Sea
Medium Beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 5 ft., swim 60ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2)15 (+2)8 (-1)14 (+2)11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge:
Proficiency Bonus: equals your bonus
Amphibious: The beast can breathe both air and water.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
Beast of the Sky
Small Beast
Armor Class: 13 + PB (natural armor)
Hit Points: 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed: 10 ft., fly 60ft.
STRDEXCONINTWISCHA
6 (-2)16 (+3)13 (+1)8 (-1)14 (+2)11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge:
Proficiency Bonus: equals your bonus
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting 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.

Share Spells

Beginning 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.

Drake Companion

At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Drake Companion
Small Dragon
Armor Class: 14 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
Speed: 40 ft.
STRDEXCONINTWISCHA
16 (+3)12 (+1)15 (+2)8 (-1)14 (+2)8 (-1)
Saving Throws: Dex +1 plus PB, Wis +2 plus PB
Damage Immunities: determined by the drake’s Draconic Essence trait
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge:
Proficiency Bonus: equals your bonus
Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Bond of Fang and Scale

At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.

Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.

Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Drake’s Breath

At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.