TEXT:  
  Ranger Archetypes 
  The ideal of the ranger can have many expressions. 
  Insect Glaivemaster 
  Far outside of civilization, in the dense jungles and arid 
  deserts of the far East, the Insect Glaivemasters make their 
  home. Rangers of this order carry masterfully carved 
  glaives, which they can use with deadly efficiency. Each of 
  them forms a special bond with an animal companion, but 
  they are no ordinary beastmasters. Their companions, 
  specially bred since ancient times, are cat-sized flying 
  insects that form magical blood bonds with their masters. 
  These insect companions, called kinsects, can drain the 
  vitality of a creature with their bites, healing themselves in 
  the process. When an Insect Glaivemaster comes of age, 
  she embarks on a lifelong journey. Her goal: to protect the 
  fringes of society from the monstrous denizens of the wilds. 
  Kinsect 
  When you reach 3rd level, you gain a cat-sized, flying 
  beetle companion, called a kinsect, that forms a unique 
  bond with you. Statistics for your kinsect are presented at 
  the end of this section. 
       Add your proficiency bonus to your kinsect’s AC, attack 
  rolls, and damage rolls, as well as to any saving throws and 
  skills it is proficient in. Its hit point maximum equals its 
  normal maximum or four times your ranger level, 
  whichever is higher. The kinesect uses your spell save DC 
  for the saving throw of its bite attack. 
       The kinsect 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 
  telepathically command your kinsect where to move (no 
  action required by you).  
       You can use your bonus action to telepathically 
  command it to take the Attack, Dash, Disengage, Dodge, or 
  Help action. Starting at 11th level, it makes two attacks, 
  rather than one, when you command it to take the Attack 
  action. 
   
   
   
   
   
   
   
   
   
   
   
   
       While traveling through your favored terrain with only 
  your kinsect, you can move stealthily at a normal pace. 
       If your kinsect dies, you cannot get a new one. Instead, 
  you can resurrect it with maximum hit points using a 
  special blood ritual, which takes 10 minutes to complete.  
  Glaive Specialty 
  At 3rd level, you have mastered the unique fighting style of 
  the Glaivemasters. Glaives, quarterstaves, pikes, halberds, 
  and spears count as finesse weapons for you. 
  Pole Vault 
  At 7th level, you learn to use your polearm to assist in your 
  movement. If you are holding a glaive, quarterstaff, pike, 
  halberd, or spear, your long jump is up to your movement 
  speed and your high jump is up to half your movement 
  speed. 
       Additionally, if you hit a creature up to one size 
  category larger than you with an attack using a polearm 
  during or immediately after a jump, it must make a 
  Strength saving throw (DC equals your spell save DC). On 
  a failure, the creature is knocked prone. On a success, it has 
  advantage on future saves against this ability. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Revised Ranger 
  This archetype makes use of the SRD ranger class. If 
  you wish to use it with the revised ranger, you gain the 
  Extra Attack feature at 5th level.  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Transfer Essence 
  When you reach 11th level, your kinsect learns how to 
  share its vampiric powers with you. As a bonus action 
  when your kinsect is in physical contact with you, you can 
  command it to use its action to inject you with a special 
  healing chemical. The kinsect loses all temporary hit points 
  it has gained from its bite attack, and you regain lost hit 
  points equal to that amount. 
  Kinsect Synergy 
  Starting at 15th level, as a bonus action, you and your 
  kinsect can enter a state of increased harmony for 1 minute. 
  Until the end of this duration, both you and your kinsect 
  gain the following benefits: 
   You can make an additional attack when you take the 
  Attack action. 
   Your movement speed increases by 10 feet. 
   Whenever you take bludgeoning, piercing, or slashing 
  damage, you can use your reaction to halve the damage 
  taken. 
  You must complete a long rest before using this feature 
  again. 
   
   
   
   
   
   
   
   
   
   
   
  Kinsect 
  Tiny beast, neutral  
  Armor Class 11 (natural armor) 
  Hit Points 7 (2d4 + 2) 
  Speed 20 ft., fly 35 ft. (hover) 
   
  STR 
  14 (+2) 
  DEX 
  13 (+1) 
  CON 
  13 (+1) 
  INT 
  4 (-3) 
  WIS 
  14 (+2) 
  CHA 
  4 (-3) 
   
  Saving Throws Dex +3 
  Skills Athletics +4, Acrobatics +3 
  Senses darkvision 60 ft., passive Perception 12 
  Languages –  
  Challenge 1/2 (100 XP) 
  ACTIONS 
  Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+1) piercing damage and the target must 
  make a DC 12 Constitution saving throw, taking 8 (3d4) 
  necrotic damage on a failed save, or no damage on a 
  successful one. The kinsect then gains temporary hit points 
  equal to the amount of necrotic damage dealt. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Insect Glaivemaster.pdf