Beast Master

The Beast Master archetype embodies a friendship between the civilised races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilisation and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.    

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’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. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While travelling through your favoured terrain with only the beast, you can move stealthily at a normal pace.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.    

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, unaligned
Armor Class: 13 + PB (natural armour)
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: 40 ft

STR

14 +2

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

11 +0

Skills:
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 1d6 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.

Senses: Darkvision 60 ft., passive Perception 12

Languages: Understands the languages you speak

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, unaligned
Armor Class: 13 + PB (natural armour)
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: 60 ft

STR

14 +2

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

11 +0

Skills:
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.

Senses: Darkvision 60 ft., passive Perception 12

Languages: Understands the languages you speak

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, unaligned
Armor Class: 13 + PB (natural armour)
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: 60 ft

STR

6 -2

DEX

16 +3

CON

13 +1

INT

8 -1

WIS

14 +2

CHA

11 +0

Skills:
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.

Senses: Darkvision 60 ft., passive Perception 12

Languages: Understands the languages you speak

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.
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