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Beast Master


Hit Points

Hit Dice: d10 per Beast Master level
Hit Points at first Level: See Ranger
Hit Points at Higher Levels: See Ranger

Proficiences

Armor: See Ranger
Weapons: See Ranger
Tools: See Ranger
Saving Throws: See Ranger
Skills: See Ranger

Subclass Options

Beast Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Magic Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
Ranger Level Spells
3rd beast bond
5th warding bond
9th conjure animals
13th dominate beast
15th awaken

Ranger's Companion

Also at 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. In combat, the beast companion 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 one of the actions in its stat block or the Hide, or Search action. If it has died within the last hour, you can use touch the body as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The beast companion returns to life after 1 minute with all its hit points restored.   Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.
d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Anytime is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Exceptional Training

Beginning at 7th level, 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.  

Storm of Claw and Fangs

Starting at 11th level, you can use your bonus action to command your beast companion to make a melee attack against each creature of your choice within 5 feet of it, with a separate attack roll for each target.  

Defensive Coordination

Starting at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.


Created by

Smiley7789.

Statblock Type

Class Features

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