Base Class: Fighter
Beast Bondmasters focus on attacking in tandem with a bonded beast companion. They may receive their beast companion as a first level character, but the companion does not have its full abilities until level 3 and cannot affect combat or skill checks. This subclass is aimed at players who want more control over the design of their beast companion, and want it to be effective in combat while balanced with other classes.
Beast Companion
Beginning at level 3, you have a magical beast companion which reflects your connection to the natural world. The beast's description and statistics vary based on the options you choose at this level. You have a telepathic bond with the creature and can communicate with it up to a distance of 1 mile. It is a creature of no larger than medium size. Choose the species of beast companion you have. Some examples are: bear, hawk, cat, boar, snake, cranium rat, tressym, and swarm of insects. This choice does not impact the beast's statistics. If there are official rules for that type of beast, either use them as guidelines for making your choices, or disregard them. Instead, use the statistics you determine through your choices at level 3. If your beast's Constitution score increases, increase its hit points by 1 per level as you would your character's. For example level 3 builds, see Example Beast Bondmaster 1.8 Companion: Bear, Example Beast Bondmaster 1.8 Companion: Eagle, Example Beast Bondmaster 1.8 Companion: Poisonous Snake, Example Beast Bondmaster 1.8 Companion: Swarm of Bats, and Example Beast Bondmaster 1.8 Companion: Winged Panther.
If your beast companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use the power of your magic bond to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
The companion is of type Beast. It has a speed of 30 ft. It obeys your commands as best it can. It takes its turn on your initiative. On your turn, you can mentally command the beast where to go (no action required by you). You can use your action to mentally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Two-Weapon Fighting's bonus action attack can be triggered by your animal's attack as well as your own. Once you have the Extra Attack feature, you can divide your attacks between yourself and your companion in any way you choose.
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.
Your companion has an enhanced Intelligence as far as beasts go. It understands the same languages as you, but cannot speak.
Beast Companion Size
At level 3, choose a size for your beast companion. For reference, something like a small bear would be Medium. Something like an eagle would be Small, and a raven or cat would be Tiny. You may use your beast companion as a mount if it is the same size category as you or larger.
If your beast companion is a swarm, it must be Medium.
Medium
Your beast companion is Medium.
Small
Your beast companion is Small.
Tiny
Your beast companion is Tiny.
Beast Companion Senses
At level 3, choose one type of enhanced senses for your animal companion.
Darkvision, 60ft.
Within a radius of 60ft., your beast companion can see in dim light as if it were bright light, or darkness as if it were dim light.
Echolocation
Your beast companion has Blindsight 60, but cannot use its Blindsight while Deafened.
Keen Smell and Hearing
Your beast companion has advantage on Wisdom (Perception) checks that rely on smell or hearing.
Beast Companion Movement Type
At level 3, choose a movement type for your beast companion.
Speed 10 ft., Fly 30 ft.
Your companion has Speed 10 ft., Fly 30 ft.. Your beast companion also gains the Flyby ability.
Flyby. Your beast companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Speed 30 ft., Climb 30 ft.
Your beast companion has Speed 30 ft., Climb 30 ft. It also gains the Spider Climb ability.
Spider Climb. Your beast companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Speed 30 ft., Swim 30 ft.
Your beast companion has Speed 30 ft., Swim 30 ft.. It also gains the Amphibious ability.
Amphibious. Your beast companion can breathe air and water.
Speed 40 ft.
Your beast companion has a speed of 40 ft. It also gains the Sure-Footed ability.
Sure-Footed. Your beast companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Beast Companion Features
At level 3, choose your beast companion's feature set.
Scout
Armor Class: 13 + your proficiency bonus.
Hit Points: 3 + (1d8 x your fighter level)
Hit Dice: 1d8 per your fighter level (it can spend these like any character)
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 8 (-1)
Wisdom: 8 (-1)
Charisma: 12 (+1)
It is proficient in Dexterity and Charisma saves, and can add your proficiency bonus to those saves.
Melee Weapon Attack: 2 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 2 damage of chosen type per hit.
Your beast companion can easily blend in as a pet or wild animal. If it rouses suspicion, it has advantage on any Charisma (Deception) check it makes to avoid detection.
In addition to the other two skills you choose, it is trained in Dexterity (Stealth), Charisma (Deception), and Wisdom (Perception).
Your beast companion's attack attribute is Dexterity. If its Dexterity bonus increases, increase its Attack bonus and its damage per hit.
Second Wind. Your beast companion gains its own Second Wind. On your turn, you can use a bonus action to cause your beast companion to use their Second Wind, regaining hit points equal to 1d8 + your fighter level. Once your companion uses this feature, it must finish a short or long rest before it can use it again. This is in addition to your fighter's Second Wind ability, and both can be used once per short rest.
Soldier
Armor Class: 14 + your proficiency bonus.
Hit Points: 3 + ((1d8 + 1) x your fighter level)
Hit Dice: 1d8 per your fighter level (it can spend these like any character)
Strength: 14 (+2)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 8 (-1)
Charisma: 8 (-1)
It is proficient in Strength and Constitution saves, and can add your proficiency bonus to those saves.
Melee Weapon Attack: 2 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 2 damage of chosen type per hit.
Your beast companion has increased armor class and hit points.
Your beast companion's attack attribute is Strength. If its Strength bonus increases, increase its Attack bonus and its damage per hit.
Second Wind. Your beast companion gains its own Second Wind. On your turn, you can use a bonus action to cause your beast companion to use their Second Wind, regaining hit points equal to 1d8 + your fighter level. Once your companion uses this feature, it must finish a short or long rest before it can use it again. This is in addition to your fighter's Second Wind ability, and both can be used once per short rest.
Striker
Armor Class: 13 + your proficiency bonus.
Hit Points: 3 + (1d8 x your fighter level)
Hit Dice: 1d8 per your fighter level (it can spend these like any character)
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 8 (-1)
Wisdom: 10 (0)
Charisma: 8 (-1)
It is proficient in Dexterity and Wisdom saves, and can add your proficiency bonus to those saves.
Melee Weapon Attack: 2 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 2 damage of chosen type per hit.
Pack Tactics: Your beast companion has advantage on attack rolls against a creature if one of the beast's allies (including you) is within 5 ft. of the target and the ally isn't incapacitated.
Your beast companion's attack attribute is Dexterity. If its Dexterity bonus increases, increase its Attack bonus and its damage per hit.
Second Wind. Your beast companion gains its own Second Wind. On your turn, you can use a bonus action to cause your beast companion to use their Second Wind, regaining hit points equal to 1d8 + your fighter level. Once your companion uses this feature, it must finish a short or long rest before it can use it again. This is in addition to your fighter's Second Wind ability, and both can be used once per short rest.
Swarm
(Requires Beast Companion Size: Medium)
Armor Class: 13 + your proficiency bonus.
Hit Points: 3 + ((1d8 + 1) x your fighter level)
Hit Dice: 1d8 per your fighter level (it can spend these like any character, but only during short and long rests)
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 8 (-1)
Charisma: 8 (-1)
It is proficient in Dexterity and Constitution saves, and can add your proficiency bonus to those saves.
Resistances: Bludgeoning, Piercing, Slashing
Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Melee Weapon Attack: 2 + your proficiency bonus to hit, reach 0 ft., one creature in the beast companion's space. Hit: 1d6 + 4 damage of chosen type per hit if your beast companion is at greater than 1/2 hit points (that is, an extra 2 damage, not affected by Dexterity bonus). If your beast companion is at 1/2 hit points or less, 1d6 + 2 damage of chosen type per hit.
Your beast companion's attack attribute is Dexterity. If its Dexterity bonus increases, increase its Attack bonus and its damage per hit.
Scatter. On your turn, you can use a bonus action to cause your swarm beast companion to increase their AC by your proficiency bonus until the start of your next turn. Once your companion uses this feature, it must finish a short or long rest before it can use it again.
Swarm. The beast companion can occupy another creature's space and vice versa, and the beast companion can move through any opening large enough for one of its Tiny members. The beast companion can't regain hit points or gain temporary hit points during combat, but may receive healing or spend hit dice as usual during short or long rests.
Beast Companion Damage Type
At level 3, choose a damage type for your beast companion.
Bludgeoning
Your beast companion's melee weapon attack does bludgeoning damage.
Piercing
Your beast companion's melee weapon attack does piercing damage.
Slashing
Your beast companion's melee weapon attack does slashing damage.
Beast Companion Skill Training
At 3rd level, choose 2 skills for your beast companion to be trained in. Your beast can add your proficiency bonus to any checks it makes using these skills.
Charisma (Deception)
(Cannot choose with Beast Companion Features: Scout)
Your beast companion is trained in Deception, and adds your proficiency bonus as well as its Charisma modifier to any Charisma (Deception) check.
Charisma (Intimidation)
Your beast companion is trained in Intimidation, and adds your proficiency bonus as well as its Charisma modifier to any Charisma (Intimidation) check.
Charisma (Performance)
Your beast companion is trained in Performance, and adds your proficiency bonus as well as its Charisma modifier to any Charisma (Performance) check.
Charisma (Persuasion)
Your beast companion is trained in Persuasion, and adds your proficiency bonus as well as its Charisma modifier to any Charisma (Persuasion) check.
Dexterity (Acrobatics)
Your beast companion is trained in Acrobatics, and adds your proficiency bonus as well as its Dexterity modifier to any Dexterity (Acrobatics) check.
Dexterity (Sleight of Hand)
Your beast companion is trained in Sleight of Hand, and adds your proficiency bonus as well as its Dexterity modifier to any Dexterity (Sleight of Hand) check.
Dexterity (Stealth)
(Cannot choose with Beast Companion Features: Scout)
Your beast companion is trained in Stealth, and adds your proficiency bonus as well as its Dexterity modifier to any Dexterity (Stealth) check.
Intelligence (Arcana)
Your beast companion is trained in Arcana, and adds your proficiency bonus as well as its Intelligence modifier to any Intelligence (Arcana) check.
Intelligence (History)
Your beast companion is trained in History, and adds your proficiency bonus as well as its Intelligence modifier to any Intelligence (History) check.
Intelligence (Investigation)
Your beast companion is trained in Investigation, and adds your proficiency bonus as well as its Intelligence modifier to any Intelligence (Investigation) check.
Intelligence (Nature)
Your beast companion is trained in Nature, and adds your proficiency bonus as well as its Intelligence modifier to any Intelligence (Nature) check.
Intelligence (Religion)
Your beast companion is trained in Religion, and adds your proficiency bonus as well as its Intelligence modifier to any Intelligence (Religion) check.
Strength (Athletics)
Your beast companion is trained in Athletics, and adds your proficiency bonus as well as its Strength modifier to any Strength (Athletics) check.
Wisdom (Animal Handling)
Your beast companion is trained in Animal Handling, and adds your proficiency bonus as well as its Wisdom modifier to any Wisdom (Animal Handling) check.
Wisdom (Insight)
Your beast companion is trained in Insight, and adds your proficiency bonus as well as its Wisdom modifier to any Wisdom (Insight) check.
Wisdom (Medicine)
Your beast companion is trained in Medicine, and adds your proficiency bonus as well as its Wisdom modifier to any Wisdom (Medicine) check.
Wisdom (Perception)
(Cannot choose with Beast Companion Features: Scout)
Your beast companion is trained in Perception, and adds your proficiency bonus as well as its Wisdom modifier to any Wisdom (Perception) check.
Wisdom (Survival)
Your beast companion is trained in Survival, and adds your proficiency bonus as well as its Wisdom modifier to any Wisdom (Survival) check.
Harry
At level 3, you can use a bonus action to designate one creature within 5 ft. of your beast companion as its Harry Target. Whenever your beast makes an opportunity attack against its Harry Target, if the attack hits, the Harry Target's speed is reduced to 0 until the end of the current turn. Your beast will continue to Harry the target until the target dies, your beast is incapacitated, or you use another bonus action to change the beast's Harry Target.
Loyalty Dice
At 3rd level, the bond between you and your beast companion begins to deepen. This is represented by 4 Loyalty Dice which you can spend to command your beast to perform a more challenging attack or move, known as a Beast Trick. These dice are d6s and are expended when you use them. You regain all of your expended Loyalty Dice when you finish a short or long rest. You can only use one Loyalty Die per attack.
At 7th level, you have 5 Loyalty Dice.
At 15th level, you have 6 Loyalty Dice.
Beast Tricks
At level 3, your beast companion begins to learn Beast Tricks. To command your beast to perform a Beast Trick, you must spend the listed number of Loyalty Points. Only one Trick can be performed per turn. At 3rd level, choose 2 Beast Tricks that your beast companion knows.
You learn one additional Beast Trick of your choice at 7th, 10th, and 15th levels. Each time your companion learns a new Beast Trick, the companion can also replace one Beast Trick it knows with a different one.
Saving Throws. Some Beast Tricks require your companion's target to make a saving throw to resist the Beast Trick's effects. The saving throw DC is calculated as follows:
Beast Trick save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Confound
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to make a melee weapon attack against their Harry Target. On a hit, the target must make a Wisdom saving throw. On a failed save, attack rolls against the target have advantage until the start of your next turn. On a successful save, the next attack roll against the target has advantage. The first attack to hit before the start of your next turn that this ability granted advantage to takes extra damage equal to the Loyalty Die.
Disarm
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to make a melee weapon attack against its Harry Target. If the attack hits, add the Loyalty Die to the damage roll, and the target drops one item of your choice.
Flash Vision
You can expend one Loyalty Die and use a bonus action on your turn to see through your companion's eyes and hear what it hears, gaining the benefits of any special senses the companion has. During this time, you only have a vague awareness of your own senses, and attacks you make have disadvantage. This effect lasts until the start of your next turn, or until you dismiss it with no action. If you or your beast companion makes an attack before the start of your next turn, add the Loyalty Die to the attack roll.
Grapple
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to make a melee weapon attack against its Harry Target. If the attack hits, add the Loyalty Die to the damage roll, and the target is grappled. Until this grapple ends, the target is restrained. If you or your beast companion attack another target, the grappled target is no longer grappled.
Hounding Harry
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to move in a straight line up to its speed towards its Harry Target. During this movement, the beast gains AC equal to the Loyalty Die. If the beast ends within 5 ft. of its Harry Target, it may make a melee weapon attack against the Harry Target.
Improved Parry
(Requires level 10)
When an attacker hits your beast companion with an attack, if your beast companion can see the attacker, expend 1 Loyalty Die and your beast can use its reaction to decrease the damage taken by the number rolled on the Loyalty Die.
Lure
When you take the Attack action on your turn and your beast companion is within 5 ft. of its Harry target, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to move 5 ft. away from its Harry Target. This movement does not provoke attacks of opportunity. Your beast's Harry Target must make a Wisdom saving throw or move into your beast's vacated space (or into the same space as the beast if they shared a space before the movement). After the target moves, your beast may make a melee weapon attack against it. If the attack hits, add the Loyalty Die to the damage roll.
Menace
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to make a melee weapon attack against their Harry Target. On a hit, the target must make a Wisdom saving throw. On a failed save, the target is frightened of your beast companion until the end of your next turn. On a successful save, the first attack made against the target before the start of your next turn is made with advantage.
Multiattack
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and spend a Loyalty Die to direct your beast companion to make two melee weapon attacks against its Harry Target. Add the number rolled on the Loyalty Die to the Attack roll for both attacks, and add extra damage to any attacks that hit equal to the Loyalty Die roll. If the Harry Target dies as a result of the first attack, the beast may make the second attack against another adjacent target.
Natural Poison
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to make a melee weapon attack against their Harry Target. On a hit, the target must make a Constitution saving throw or take additional poison damage equal to twice the Loyalty Die. On a successful save, the target takes additional poison damage equal to the Loyalty Die.
Parry
When an attacker hits your beast companion with an attack, if your beast companion can see the attacker, expend 1 Loyalty Die and your beast can use its reaction to decrease the damage taken by 1/2 the number rolled on the Loyalty Die (minimum 1).
Pounce
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to move up to its speed in a straight line towards its Harry Target. If it ends the movement within 5 ft. of its Harry Target, it makes a melee weapon attack against it. If the beast moves at least 10 ft., the attack has advantage. If the attack hits, add the Loyalty Die to the attack's damage roll.
Rush
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action and expend one Loyalty Die to direct your beast companion to make a melee weapon attack against its Harry Target. If the attack hits, add the Loyalty Die to the damage roll, and if the target is one size larger than your beast or smaller, it must make a Strength saving throw. On a failed save, the beast pushes the target 5 ft. and moves 5 ft. toward the target. This movement does not provoke attacks of opportunity. On a successful save, the next attack against the target before the start of your next turn has advantage.
Shared Senses
At level 7, you can spend 10 uninterrupted minutes communing with your beast companion. At the end of this communion, you can freely switch perspective between yourself and the companion, for 1 hour. This perspective change requires no action.
Loyalty Dice Increase
At level 7, your maximum Loyalty Dice increase to 5.
Additional Beast Trick
At 7th level, your beast companion learns an additional Beast Trick.
Magical Beast
At level 7, your beast companion's natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additional Beast Trick
At 10th level, your beast companion learns an additional Beast Trick.
Beast Attack Option
When you reach level 10, you may choose one of the following beast attack options.
No Quarter
Once during each of your turns when you use the Attack action and hit an enemy within 5 feet of your beast companion, you may order the companion to make a melee weapon attack against another creature within 5 feet of your beast companion.
Rampage
When you or your beast companion reduces its Harry target to 0 hit points with a weapon attack, you may designate a new Harry Target (this does not require the usual Bonus Action) within 30 ft. of your beast. You may immediately order your beast to move up to its speed toward the new Harry Target.
Reaping Strike
Once during each of your turns when you miss a creature with a weapon attack, if that creature is within 5 ft. of your beast companion, you may order your companion to make a melee weapon attack against that enemy as part of the same action.
Loyalty Dice Increase
At 15th level, your maximum Loyalty Dice increase to 6.
Additional Beast Trick
At 15th level, your beast companion learns an additional Beast Trick.
Unending Loyalty
At 18, if you roll initiative with no Loyalty Dice remaining, you gain 1 Loyalty Die.
Previous Versions
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