TEXT: The Ranger by LoreMaster00
  Level
  Proficiency Bonus Features
  1st 2nd 3rd 4th 5th Spells Known
  1st
  +2
  Favored Enemy, Natural Explorer
  2nd
  +2
  Fighting Style, Spellcasting
  2
  2
  3rd
  +2
  Ranger Archetype, Primeval Awareness
  3
  3
  4th
  +2
  Ability Score Improvement
  3
  3
  5th
  +3
  Extra Attack, Strider
  4
  2
  4
  6th
  +3
  Favored Enemy and Natural Explorer improvements
  4
  2
  4
  7th
  +3
  Ranger Archetype feature, Animal Companion
  4
  3
  5
  8th
  +3
  Ability Score Improvement
  4
  3
  5
  9th
  +4
  —
  4
  3
  2
  6
  10th
  +4
  Natural Explorer improvement
  4
  3
  2
  6
  11th
  +4
  Ranger Archetype feature
  4
  3
  3
  7
  12th
  +4
  Ability Score Improvement
  4
  3
  3
  7
  13th
  +5
  —
  4
  3
  3
  1
  8
  14th
  +5
  Favored Enemy improvement, Feral Senses
  4
  3
  3
  1
  8
  15th
  +5
  Ranger Archetype feature
  4
  3
  3
  2
  9
  16th
  +5
  Ability Score Improvement
  4
  3
  3
  2
  9
  17th
  +6
  —
  4
  3
  3
  3
  1
  10
  18th
  +6
  Horde Breaker
  4
  3
  3
  3
  1
  10
  19th
  +6
  Ability Score Improvement
  4
  3
  3
  3
  2
  11
  20th
  +6
  Foe Slayer
  4
  3
  3
  3
  2
  11
  Class Features
  As a Ranger, you gain the following Class Features.
  Hit Points
  Hit Dice: 1d10 per ranger level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + Constitution
  modifier per ranger level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapon: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Strength, Dexterity
  Skills: Choose three from Animal Handling, Athletics,
  Insight, Investigation, Nature, Perception, Stealth, and
  Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) scalemail or (b) leather armor
  (a) two shortswords or (b) two simple melee weapons
  (a) a dungeoneer's pack or (b) an explorer's pack
  A longbow and a quiver of 20 arrows
  
  Favored Enemy
  Choose a type of favored enemy: aberrations, beasts,
  celestials, constructs, dragons, elementals, fey, fiends, giants,
  monstrosities, oozes, plants, or undead. Alternatively, you can
  select two races of humanoid (such as gnolls and goblins) as
  favored enemies.
  You have advantage on Wisdom (Survival) checks to track
  your favored enemies, as well as on Intelligence checks to
  recall information about them. When you gain this feature,
  you also learn one language of your choice that is spoken by
  your favored enemies, if they speak one at all. You also gain
  abilities that help you fight your favored enemies based on
  your choice:
  Aberrations: You gain resistance to Psychic damage.
  Beasts: You can cast the Animal Friendship Spell once a
  day without spending a Spell Slot.
  Celestiais: You gain resistance to Radiant damage.
  Constructs: You gain advantage on Constitution Saving
  Throws to maintain concentration on spells.
  Dragons: You have advantage on saving throws against
  being Frightened.
  Elementals: You gain resistance to type of damage of your
  choice between Fire, Cold, Lightning or Thunder damage.
  You can change which type after a Long Rest.
  Fey: You have advantage on saving throws against being
  Charmed.
  Fiends: You gain advantage in death saving throws.
  Giants: When a Large or larger creature within 5 feet of
  you hits or misses you with an Attack, you can use your
  reaction to Attack that creature immediately after its
  Attack, provided that you can see the creature.
  Monstrosities: When a creature hits you with an Attack,
  you gain a +4 bonus to AC against all subsequent attacks
  made by that creature for the rest of the turn.
  Oozes: you gain resistance to Acid damage.
  Plants: You can pass through nonmagical plants without
  being slowed by them and without taking damage from
  them if they have thorns, spines, or a similar hazard. In
  addition, you have advantage on saving throws against
  plants that are magically created or manipulated to
  impede movement, such those created by the entangle
  spell.
  Undead: You gain resistance to Necrotic damage.
  Humanoids: Opportunity Attacks against you are made
  with disadvantage.
  You choose one additional favored enemy, as well as an
  associated language, at 6th and 14th level. As you gain levels,
  your choices should reflect the types of monsters you have
  encountered on your adventure.
  Natural Explorer
  Choose one type of favored terrain: arctic, coast, desert,
  forest, grassland, mountain, swamp, or the Underdark. When
  you make an Intelligence or Wisdom check related to your
  favored terrain, your proficiency bonus is doubled if you are
  using a skill that you’re proficient in.
  While traveling for an hour or more in your favored terrain,
  you gain the following benefits:
  Difficult terrain doesn’t slow your group’s travel.
  Your group can’t become lost except by magical means.
  Even when you are engaged in another activity while
  traveling (such as foraging, navigating, or tracking), you
  remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed
  through the area.
  You also gain abilities that help you navigate your favored
  terrain based on your choice:
  Arctic: You gain resistance to cold damage.
  Coast: You gain a swim speed equal to your speed.
  Desert: You gain resistance to fire damage.
  Forest: Your passive perception is calculated with the
  base number of 12 instead of 10.
  Grassland: Your speed increases by 10 feet.
  Mountain: You gain a climb speed equal to your speed.
  Swamp: You gain resistance to poison damage and are
  immune to disease.
  Underdark: You learn Undercommon. If you do not have
  darkvision, you gain it with a range of 30 feet. If you have
  darkvision, you instead gain “blindsight” with a range of 5
  feet.
  Urban Areas: You may select an organization instead of a
  creature type as a favored enemy option. For example, a
  character might select a particular thieves' guild, merchant
  house, or even the city guard. The favored enemy bonuses
  would apply to all members of the chosen organization as
  long as you know that they are associated to that
  organization regardless of their creature type or race and
  you gain advantage on Charisma (Intimidation) skill
  checks related to them.
  You choose additional favored terrain types at 6th and 10th
  level.
  
  Spellcasting
  By the time you reach 2nd level, you have learned to use the
  magical essence of nature to cast spells, much as a druid
  does. See Spells Rules for the general rules of spellcasting
  and the Spells Listing for the ranger spell list.
  Spell Slots
  The Ranger table shows how many spell slots you have to
  cast your ranger spells of 1st level and higher. To cast one of
  these spells, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  For example, if you know the 1st-level spell animal
  friendship and have a 1st-level and a 2nd-level spell slot
  available, you can cast animal friendship using either slot.
  Spells Known of 1st Level and Higher
  You know two 1st-level spells of your choice from the ranger
  spell list.
  The Spells Known column of the Ranger table shows when
  you learn more ranger spells of your choice. Each of these
  spells must be of a level for which you have spell slots. For
  instance, when you reach 5th level in this class, you can learn
  one new spell of 1st or 2nd level.
  Additionally, when you gain a level in this class, you can
  choose one of the ranger spells you know and replace it with
  another spell from the ranger spell list, which also must be of
  a level for which you have spell slots.
  Spellcasting Ability
  Wisdom is your spellcasting ability for your ranger spells,
  since your magic draws on your attunement to nature. You
  use your Wisdom whenever a spell refers to your spellcasting
  ability. In addition, you use your Wisdom modifier when
  setting the saving throw DC for a ranger spell you cast and
  when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Wisdom modifier
  Spell attack modifier = your proficiency bonus + your
  Wisdom modifier
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as your
  specialty. 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.
  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.
  Two-Weapon Fighting: When you engage in two-weapon
  fighting, you can add your ability modifier to the damage
  of the second attack.
  Ranger Archetype
  At 3rd level, you choose an archetype that you strive to
  emulate: the Hunter that is detailed at the end of the class
  description or one from another source. Your choice grants
  you features at 3rd level and again at 7th, 11th, and 15th
  level.
  Monster Slayer: as seen in Xanathar's guide to
  everything.
  Horizon Walker: as seen in Xanathar's guide to
  everything.
  Gloom Stalker: as seen in Xanathar's guide to everything.
  Vigilante: found in this document.
  Primeval Guardian: Found in this document.
  Seafarer: Found in this document.
  Dune Traveller: Found in this document.
  Primeval Awareness
  Beginning at 3rd level, you can use your action to focus your
  awareness on the region around you. For 1 minute you can
  sense whether the following types of creatures are present
  within 1 mile of you (or within up to 6 miles if you are in your
  favored terrain): aberrations, beasts, celestials, dragons,
  elementals, fey, fiends, giants, monstrosities, oozes, and
  undead. This feature doesn’t reveal the creatures’ location or
  number.
  You can use this feature a number of times equal to your
  Wisdom modifier(minimum of 1), you regain all uses after a
  Long Rest.
  Ability Score Improvement
  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. As normal, you can’t increase an ability score above 20
  using this feature. Using the optional feats rule, you can forgo
  taking this feature to take a feat of your choice instead.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Strider
  Starting at 5th level, moving through nonmagical difficult
  terrain costs you no extra movement and you can use the
  Hide action as a bonus action on your turn. Also, you can’t be
  tracked by nonmagical means, unless you choose to leave a
  trail.
  
  Animal Companion
  At 7th level, choose a beast that is no larger than Medium and
  that has a challenge rating of 1/4 or lower. Add your
  proficiency bonus to the beast’s AC and attack rolls and
  Saving Throws as well as to any skills it is proficient in. Its hit
  point maximum equals its normal maximum or four times
  your ranger level, whichever is higher. The beast is now a 1st
  level Animal Companion. A animal companion reaches the
  2nd level when you reach the 9th ranger level, it reaches the
  3rd level when you reach the 11th ranger level and finally, it
  reaches the 4th level when you reach the 13th ranger level.
  Reaching certain Animal Companion levels grant
  improvements such as extra hit die and extra damage to its
  attacks as shown on the table.
  While traveling through your favored terrain with only the
  beast, you can move stealthily at a normal pace. If the beast
  dies, you can obtain another one of the same level by
  spending 8 hours magically bonding with another beast that
  isn’t hostile to you, it can be of either the same type of beast
  as before or a different one.
  when your best companion reaches its 3rd level, its attacks
  now count as magical. Additionally, as an action, you can see
  through your companion's eyes and hear what it hears until
  the start of your next turn, gaining the benefits of any Special
  Senses that the companion has. During this time, you are
  deaf and blind with regard to your own Senses.
  Like any creature, the beast can spend Hit Dice during a
  short rest. If you are incapacitated or absent, the beast acts
  on its own, focusing on protecting you and itself. It never
  requires your command to use its reaction, such as when
  making an opportunity attack.
  The beast obeys your commands as best as it can. It takes
  its turn on your initiative, though it doesn’t take an action
  unless you command it to. On your turn, you can verbally give
  a command to the beast.
  Animal Companion Levels
  Level
  Bonus HD
  Extra damage
  Ranger Level
  1st
  7th
  2nd
  2
  1d6
  9th
  3rd
  4
  1d8
  11th
  4th
  5
  1d10
  13 th
  Commands
  Attack
  As a Bonus Action, You point to a particular
  creature that you wish the animal to attack,
  and it will comply if able. A 1st level animal
  companion will attack only humanoids or
  other animals. Commanding an 1st level
  animal companion to attack other creatures
  will impose disadvantage to the attack roll,
  upon reaching the 2nd animal companion
  level or higher, the beast no longer suffers
  such penalty.
  Protect
  As a Bonus Action, you command the animal
  to move to a location within 5 feet of yourself
  or of a friendly creature of your choice,
  imposing disadvantage on melee attack rolls
  made against that creature.
  Follow
  No action required. The animal follows you
  closely, even to places where it normally
  wouldn’t go.
  Guard
  No action required. The animal stays in place
  and prevents others from approaching,
  attacking any non-allied creature that enters its
  reach.
  Seek/Scout No action required. The animal will move into
  an area as stealthly as it can(The DM may roll
  for it or require you to make a roll if it seems
  necessary) and look for (A) anything that is
  obviously alive or animate, (B) something that
  resembles a description given to it or (C) a
  creature it has seen before. The animal comes
  back and makes a sound if it finds what it was
  looking for or stays silent in case nothing is
  found. You can command it to lead you to
  what it has found.
  Stay
  No action required. The animal stays in place,
  waiting for you to return. It does not challenge
  other creatures that come by, though it still
  defends itself if it needs to.
  Feral Senses
  At 14th level, you gain preternatural senses that help you fight
  creatures you can’t see. When you attack a creature you can’t
  see, your inability to see it doesn’t impose disadvantage on
  your attack rolls against it. You are also aware of the location
  of any invisible creature within 30 feet of you, provided that
  the creature isn’t hidden from you and you aren’t blinded or
  deafened.
  Horde Breaker
  At 18th level, you learn the following features.
  Volley: You can use your action to make a ranged Attack
  against any number of creatures within 10 feet of a point
  you can see within your weapon’s range. You must have
  Ammunition for each target, as normal, and you make a
  separate Attack roll for each target.
  Whirlwind Attack: You can use your action to make a
  melee Attack against any number of creatures within 5
  feet of you, with a separate Attack roll for each target.
  
  Foe Slayer
  At 20th level, when attacking a favored enemy, you may add a
  +10 damage bonus and your attacks count as a critical hit on
  rolls of 19-20.
  Ranger Archetypes
  The Vigilante (Urban Ranger)
  Vigilante Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Vigilante
  Spells table. The spell counts as a ranger spell for you, but it
  doesn't count against the number of ranger spells you know.
  Vigilante Spells
  Ranger Level
  Spells
  3rd
  Feather Fall
  5th
  Spider Climb
  9th
  Haste
  13th
  Greater Invisibility
  17th
  Passwall
  Commune With City
  At 3rd level, when you stay within any urban environment,
  ranging from a small village to a vast city for over 24 hours,
  that village or city counts as your favored terrain for the
  purposes of all your ranger class features such as Natural
  Explorer and Primeval Awareness.
  When using you Primeval Awareness in a Urban
  environment that is your favored terrain, you briefly become
  one with the city and gain knowledge of the area within the
  range of primeval awareness. you learn one of the following
  informations of your choice:
  You learn the exact location of up to 5 allied creatures of
  your choice.
  You learn the exact location of a specific hostile creature
  of your choice that you have been within 30 feet of in the
  last 24 hours.
  You learn the exact location of the closest member of the
  city's law enforcement organization.
  In sewers and other underground settings, you gain
  architectural knowledge of the area within 300 feet of you.
  You can still sense the general direction and distance of a
  creature located within the urban area for 10 minutes after
  using your Primeval Awareness and if the creature is moving,
  you know the direction of its Movement.
  Back Alley Fighting
  At 3rd level, when you roll initiative and get a result of 9 or
  lower, treat your initiative as 11 + your Dexterity Modifier.
  Additionally, once per turn, when you attack a creature of
  lower initiative with a weapon attack, you can choose to deal
  extra 3d8 damage on a hit or half as much on a miss.
  Rooftop Mobility
  At 7th level, You gain climbing speed equal to 15 feet and you
  learn the ability to cast the spells Feather Fall and Spider
  Climb without spending a spell slot. If you know the Jump
  spell from the ranger spell list, you can also cast that spell
  with this ability.
  You can use this ability a number of times equal to your
  Wisdom modifier (minimum of 1). You regain all uses of this
  feature after taking a long rest.
  Superior Back Alley Fighting
  At 11th Level, when you use your special attack from Back
  Alley Fighting and reduce a creature's hit-points to 0, you can
  attack another creature as a bonus action, also dealing 3d8
  extra damage on a hit or half as much on a miss.
  Master Escape Artist
  At 15th Level, when a creature misses you with a weapon
  attack, you can use your reaction to make a weapon attack
  that creature and if you successfully hit it, you can move up to
  your speed without provoking opportunity attacks as part of
  the same reaction. Additionally, you gain advantage on
  Dexterity skill checks related to escaping restraints, grapples
  and captivity.
  Primeval Guardian
  The Primeval Guardian Rangers follow an ancient tradition
  rooted in powerful druidic magic. These rangers are also
  known as Greenwood Rangers because they learn to
  become one with nature, allowing them to channel the
  aspects of various beasts and plants in order to overcome
  their foes. These rangers dwell in the elder forests of the
  world. They venture out only rarely, as they consider it their
  sacred duty to protect the druidic groves and ancient trees
  that saw the earliest days of the world.
  Guardian Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Primeval
  Guardian Spells table. The spell counts as a ranger spell for
  you, and it doesn’t count against the number of ranger spells
  you know.
  Primeval Guardian Spells
  Ranger Level
  Spells
  3rd
  Entangle
  5th
  Enhance Ability
  9th
  Erupting Earth
  13th
  Hallucinatory Terrain
  17th
  Awaken
  
  Guardian Soul
  Starting at 3rd level, you gain the ability to temporarily grow
  and take on the appearance of a treelike person, covered with
  leaves and bark. As a bonus action, you assume this guardian
  form, which lasts for 1 minute or until you are incapacitated.
  You can end the transformation with a bonus action. You can
  turn into this form for a number of times equal to your
  Wisdom Modifier (minimum of 1), you regain uses of this
  ability after you complete a long rest.
  You undergo the following changes while in your guardian
  form:
  You count as one size larger when determining your
  carrying capacity and the weight you can push, lift, or
  drag.
  Any speed you have becomes 10 feet, unless the speed
  was lower.
  Your reach increases by 5 feet.
  Your AC is increased by 2.
  Once during each of your turns, you can deal an additional
  piercing damage to one creature you hit with a weapon
  attack equal to 1d6 + your Wisdom modifier. This damage
  counts as magical.
  Whispers in The Wood
  At 3rd level, you learn how to speak druidic and can cast the
  druidcraft cantrip, you also gain proficiency with herbalism
  kit.
  Ancient Fortitude
  At 7th level, you have grown to have the endurance of the
  ancient forests and as such you have gained resistance to
  some magical effects. You have resistance to non-magical
  bludgeoning, slashing and piercing damage. Additionally,
  when you take necrotic damage originated from spells such
  as Blight, the damage is reduced by an value equal to your
  level.
  Rooted Defense
  At 11th level, your natural magic roots you to the ground,
  making you a immovable object. While you are in your
  guardian form, you cannot be pushed, pulled or knocked
  prone.
  Nature's Ward
  Starting at 15th level, you can cast the druid spell Transport
  via Plants once a day.
  Seafarer (Mariner Ranger)
  Whether a buccaneer, an experienced sailor, a deep diving
  hunter of aquatic creatures or a Triton scout hailing from
  realms deep, the seafarer ranger is adapted to waterborne
  adventures. Those rangers took to the water preferring the
  freedom of the seas to the constrictions of land.
  Seafarer Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Seafarer
  Spells table. The spell counts as a ranger spell for you, but it
  doesn't count against the number of ranger spells you know.
  Seafarer Spells
  Ranger Level
  Spells
  3rd
  Create Or Destroy Water
  5th
  Beast Sense
  9th
  Wall of Water
  13th
  Control Water
  17th
  Maelstrom
  Shipworthy
  Starting at 3rd level, you have proficiency with water vehicles
  and Navigator’s tools and your proficiency bonus is doubled
  for any checks you make using them. You gain a swim speed
  equal to your speed, if you already had swim speed, it extends
  by 10 feet. Additionally, you can hold your breath for a
  number of minutes equal to your Wisdom modifier
  (minimum of 1).
  Mark of the Sea Scourge
  At 3rd level, if you successfully hit a creature with a weapon
  attack, you can choose to mark that creature. When you
  attack a creature that is marked, you can choose to deal extra
  1d6 damage to it. There is no limit on the number of
  creatures you can mark, but you can only deal the extra
  damage once on each of your turns. The mark ends after a
  minute.
  Ocean's Embrace
  At 7th level, the sea calls to you and says to bring your friends
  along. You can cast the Water Breathing spell from the
  ranger's spell list once a day, without spending a spell slot.
  The creatures you cast it on also gain swim speed equal to
  their walking speed if they didn't already have it. Additionally,
  When fighting in underwater combat, you have advantage on
  your attacks.
  Colossal Wave Strike
  Starting at 11th level, the extra damage from your Mark of
  the Sea Scourge increases to 1d8. Additionally, when you
  roll a critical hit, it deals extra force damage to equal to your
  ranger level.
  
  Armor of Salt
  At 15th level, your skin has been hardened by all the blows
  and gusts of salty wind you've endured. When a marked
  creature attacks you, you can raise you AC by a amount equal
  to your Wisdom modifier (minimum of 1) as a reaction. When
  fighting underwater the damage die from your Mark of the
  Sea Scourge deals is maximized.
  Optional Rule: Firearm Proficiency
  The creation and operation of gunpowder weapons
  have been discovered in various corners of the
  D&D multiverse. If your DM uses the rules on
  firearms in the Dungeon Master’s Guide (p. 267)
  and your Seafarer Ranger has been exposed to the
  operation of such weapons, your Seafarer Ranger is
  proficient with them.
  Dune Traveller (Desert Ranger)
  The harsh, hot, dusty enviroment of the desert shaped the
  Dune Traveller rangers into masters of magical illusions.
  Dune Travellers are more magicians of the desert than
  warriors of nature.
  Dune Traveller Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Dune
  Traveller Spells table. The spell counts as a ranger spell for
  you, but it doesn't count against the number of ranger spells
  you know.
  Dune Traveller Spells
  Ranger Level
  Spells
  3rd
  Identify, Silent Image
  5th
  Mirror Image, Phantasmal Force
  9th
  Major Image
  13th
  Phantasmal Killer
  17th
  Mislead
  Mystic Smite
  At 3rd level, you learn to channel the power from the casting
  of a spell into powerful attacks on the minds of your enemies.
  When you use your action to cast a spell, you can make one
  weapon attack as a bonus action, dealing 1d8 extra psychic
  damage per spell slot level on a hit up to a maximum of 5d8.
  Mirage Master
  At 3rd level, to fall for a oasis mirage is deadly and to know
  when you're seeing one is a matter of survival. You learn the
  Minor Illusion Cantrip. Additionally, you have advantage on
  all ability checks made to identify the true form of a creature
  or to see through an illusion.
  Replenish Vigor
  At 7th level, for you and up to 5 allied creatures of your
  choice, taking long rests remove two levels of exhaustion
  instead of one.
  Illusory Retreat
  At 11th level, when an enemy misses you with an attack you
  may use your reaction to teleport up to 15 feet away, turning
  invisible and leaving a duplicate behind. Your invisibility ends
  at the start of your next turn, when this happens, your
  duplicate vanishes dealing 1d8 psychic damage to any
  creature within 5 feet of it. The duplicate vanishes early if
  anyone attacks it, causing the same effect. You can use this
  ability once per short or long rest.
  Sandstorm Shroud
  By 15th level, as a bonus action, you can make a illusory
  sandstorm swirling around you. While this sandstorm swirls
  around you, when a hostile creature starts its turn while
  within 10 feet of you, it takes psychic damage equal to your
  Wisdom modifier (a minimum of 1). You can end the
  sandstorm as a bonus action. You can use this ability once
  per short or long rest.
  New Beast Companion Option
  Parrot
  Seafarer's best pal!
  Parrot
  Small beast, chaotic good
  Armor Class 13
  Hit Points 5 (1d8+1)
  Speed 10ft., 25ft fly.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
  Saving Throws Dexterity +5
  Senses Passive Perception 17
  Languages Understands and repeats common.
  Challenge 1/8 (10 XP)
  Beast Senses. The parrot has advantage on
  Perception checks.
  Multiattack. The Parrot makes two attacks with its
  Claws and one with its Peck.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 1 slashing damage.
  Peck. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Mearls Ranger v2.pdf