Ranger
Base Class: Ranger
This subclass is a revised version of the Beast Master Conclave for the ranger found on page 93 of the Player’s Handbook. This subclass is not intended to be used with the Primal Companion optional class feature found on page 61 of Tasha’s Cauldron of Everything.

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization 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. Through their ranger’s careful guidance, the beast learns new skills and tactics to aid them in combat.

Beast Master Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Beast Master Spells
RANGER LEVEL SPELLS

3rd

animal friendship

5th

summon beast

9th

conjure animals

13th

dominate beast

17th

awaken

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 Large and that has a challenge rating of 1/2 or lower (appendix D presents statistics for the hawk, flying snake, panther, and black bear as examples). Sample creatures can be found below. (Your DM might allow other creatures to become companions.) Add your proficiency bonus to the beast’s AC (unless it is wearing barding), attack rolls, and the DCs of any traits or actions in its stat block, as well as to any skills it is proficient in. The beast is proficient in all types of barding. Its hit point maximum equals six times your level. Like any creature, the beast can spend Hit Dice during a short rest. In addition, when both you and the beast complete a short rest, you can spend one or more of your Hit Dice to magically heal the beast. For each Hit Die spent in this way, roll the die, add the beast’s Constitution modifier, and the beast regains a number of hit points equal to the total (minimum of 1).

The beast acts only as you direct it to, and obeys your commands to the best of its ability, although it must be able to see or hear you to receive a command. It takes its turn on your initiative. On your turn, you can command the beast where to move. You can also command it to take the Dash, Disengage, Dodge, or Hide action (no action required by you). In place of making a weapon attack when you take the Attack action on your turn, or as a bonus action when you don’t take the Attack action on your turn, you can command it to take another action. That action can be one in its stat block or some other action. The beast can also take actions to escape or neutralize spells or other effects, such as the minor illusion or entangle spells, or a grapple (no action required by you).

On your turn, you can expend one ranger spell slot to enter a close mental bond with the beast (no action required). This bond ends if you or the beast are more than 120 feet away from each other or if you or the beast lose concentration (as if concentrating on a spell). While in this state, you and the beast can telepathically communicate, although your beast may not posses the intelligence to understand complex ideas. On your turn, you can telepathically command your beast to move and take any action (no action required by you).

If the beast is unable to receive a command (such as if you are incapacitated or if it can’t see or hear you), the beast acts on its own, focusing on protecting you and itself. You beast also acts on its own if you are acting against your will, such as if you are under the effect of the dominate person spell. The beast never requires your command to use its bonus action or reaction.

You can dismiss the beast from your service at any time. If you do so, or if the beast dies, you can obtain another one by spending 8 hours bonding with a willing beast, either the same type of beast as before or a different one.

CR Creature Name
0 Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Frog, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Sea Horse, Spider, Vulture, Weasel
1/8 Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
1/4 Axe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf
1/2 Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse

The beast shares your alignment and your ideal. It also has a personality trait, a bond, and a flaw that you can roll for or select from the tables below.

d8 Personality 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.
7 I might look big and scary, but I’m actually really friendly.
8 I relish in the thrill of hunting my prey.
d6 Bond
1 My ranger gives me many treats and belly rubs, so I’ll make sure they don’t die.
2 I was on the brink of death when my ranger first found me and saved my life.
3 My ranger raised me from a cub. They’re like a parent to me.
4 My ranger and I travel together because we’ve realized that hunting is more effective as a pack.
5 I was tasked by a fey or nature deity with protecting my ranger and aiding them on their mission.
6 My ranger is a precious little thing. If anyone lays a claw on them, I’ll tear them to shreds.
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 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 I see humanoids just like any other animal—as potential food.
6 Why go adventuring when I could be napping?

Optional Feature: Customize Your Beast

Instead of choosing a beast with an already written stat block for your Ranger’s Companion, you can use the following template to create one. See this creature’s game statistics in the Beast Companion stat block. Your proficiency bonus (PB) has been added in several places, as described in the Ranger’s Companion feature. You have 9 points to spend on traits for your beast. The cost and any prerequisites for each trait are detailed after the trait’s name or description. Some traits can be chosen multiple times, providing incremental benefits for each point spend on them.

BEAST COMPANION

Armor Class 12 (+1 (Natural Armor) — 1-2 points) + PB

Hit Points Six times your level

Speed 30 ft. (+10 ft. — 1-3 points), (climb 30 ft. — 1 point), (fly 60 ft. — 5 points), (swim 30 ft. — 1 point)

STR
15(+2)
DEX
15(+2)
CON
12(+1)
INT
3(-4)
WIS
14(+2)
CHA
5(-3)

Skills (Perception +4 + PB — 1 point), (Stealth +4 + PB — 1 point)

Senses (Blindsight 10 ft. — 2 points), (Darkvision 60 ft. — 2 points), passive Perception 12 (14 + PB with proficiency)

Languages --

Challenge — Proficiency Bonus (PB) equals your bonus

(Amphibious — 0 points, swim speed). The beast can breathe air and water.

(Flyby — 2 points, flying speed). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

(Keen Senses — 1 point). The beast has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

(Pack Tactics — 3 points). The beast has advantage on attack rolls against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

(Pounce — 2 points). If the beast moves at least 20 feet straight toward a creature and then hits it with a Maul attack on the same turn, that target must succeed on a DC 12 + PB Strength saving throw or be knocked prone. If the target is prone, the beast can make another Maul attack against it as a bonus action.

Actions

Maul. Melee Weapon Attack: +4 + PB to hit, range 5 ft., one target. Hit: 1d4 (+1d4 — 1-2 points) + 2 piercing damage. (The target is grappled (escape DC 12 + PB). Until this grapple ends, the target is restrained, and the beast can't maul another target. — 3 points)

 

Beastial Archetype

At 3rd level, your beast companion learns special skills to aid you in combat. The beast gains one of the following features of your choice. You can replace the option you chose for this feature with one of this feature’s other options by spending 8 hours training in the technique alongside the beast, or if you bond with a new beast.

Defender

You beast companion is adept at protecting you and your companions from harm. The beast’s reach for opportunity attacks is 5 feet greater than normal, and creatures provoke an opportunity attack from it when they move 5 feet or more while within its reach. In addition, when the beast hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

Hunter

You beast companion specializes in killing other creatures. It gains a bonus to weapon damage equal to your proficiency bonus. In addition, before the beast makes a weapon attack, it can choose to take a -5 penalty to the attack roll. If the attack hits, it adds +10 to the attack’s damage.

Mount

Your beast companion is trained to serve as an effective mount. Its speed increases by 20 feet and its movement is unaffected by difficult terrain. You can also mount the beast if it is the same size as you. In addition, while you are riding the beast, if either of you make an attack against a creature, the beast doesn’t provoke opportunity attacks from that creature for the rest of its turn.

RULE TIP: MOUNTS MUST HAVE APPROPRIATE ANATOMY

You can’t mount a creature that doesn’t have the appropriate anatomy to serve as a mount for you, even if it is the correct size. For more information on mounted combat, see chapter 9 of the Player’s Handbook.

Sage

You have taught your beast companion to use magical essence of nature to cast spells, as you can. It has advantage on saving throws against spells and other magical effects. In addition, the beast gains spell slots, as shown in the Sage Spellcasting Table, which it can use to cast ranger spells you know. It regains all expended spell slots when it finishes a long rest. The beast uses your spell save DC, spell attack bonus, and spellcasting ability. It can perform the verbal and somatic components of these spells, and can ignore any material components that lack a cost and aren’t consumed by a spell.

Sage Spellcasting

Ranger

Level

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

—

—

—

4th-6th

3

—

—

—

7th-9th

4

2

—

—

10th-12th

4

3

—

—

13th-15th

4

3

2

—

16th-18th

4

3

3

—

19th-20th

4

3

3

1

Scout

Your beast companion is skilled in tracking other creatures, and helping you and your allies in combat. The beast gains proficiency in the Perception and Stealth skills. If the beast is already proficient in either of these skills, your proficiency bonus is doubled for any ability check it makes with the proficient skill. In addition, when the beast takes the Help to aid you or an ally in attacking a creature, all of those ally’s attack against that creature have advantage until the start of your next turn. If the beast takes the Help to aid you in combat, you can use your bonus action to make a weapon attack against that creature.

Survivor

Your beast companion knows how to survive in the most deadly of circumstances. Its hit point maximum increases to ten times your level. In addition, the beast gains a +2 bonus to AC and a +4 bonus to saving throws and hit points regained from rolling a Hit Die.

Exceptional Training

At 7th level, by fighting and training along side you, your beast has become even more powerful. Your beast companion gains a +1 bonus to its AC, attack rolls, and the DCs of any traits or actions in its stat block. It also gains a +2 bonus to ability checks, saving throws, and weapon damage. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Archetype Feature

Starting at 11th level, your beast gains one of the following features. You can choose a feature from the same archetype you selected at 3rd level or a different one. You can replace the option you chose for this feature with one of this feature’s other options by spending 8 hours training in the technique alongside the beast, or if you bond with a new beast.

Defender

Your beast companion gets a special reaction, in addition to its normal reaction. It can use this reaction only to make an opportunity attack.

Hunter

When you command your beast companion to take the Attack or Multiattack action, it can make one additional attack.

Mount

Your beast companion can move through the space occupied by other creatures, regardless of their size. If you are mounted on the beast when it does so, you can command it to take the Attack action targeting that creature (no action required by you). This attack deals an extra 2d6 damage if the beast moves at least 20 feet straight toward the target before attacking.

Sage

When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 60 feet of you. Likewise, when the beast casts a spell targeting itself, it can also affect you with the spell if you are within 60 feet of it.

Scout

When your beast companion takes the Help action to aid you or an ally in making an ability check or attacking a creature, it can choose one additional creature to aid in making the same ability check or attacking the same creature.

Survivor

Your beast companion has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Unbreakable Bond

Beginning at 15th level, you and your beast companion fight as a single unit, unfailingly supporting each other on the battlefield. While you and the beast are within 60 feet of each other, you gain the following benefits:

  • While you are mentally bonded with the beast, neither of your concentrations can be broken as a result of taking damage.
  • You or the beast can reroll an attack roll, ability check, or saving throw. If you do so, you or the beast must use the new roll, and neither of you can use this benefit again until the start of your next turn.
  • As a bonus action, you can end one effect causing the beast to be charmed, frightened, stunned, paralyzed, or unconscious.
  • As an action, the beast can end one effect causing you to be charmed, frightened, stunned, paralyzed, or unconscious (no action required by you).

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