Base Class: Ranger
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.
Soulbound Companion
At 3rd level, you gain the ability to form a soulbond with a beast no larger than large size, up to Challenge Rating 1. You and the beast are bound to each other, as you become two parts of one shared soul. This bond can only every be formed once.
The beasts stats are modified in the following ways:
- Hit Points: 10 + beast Constitution modifier for each level of Ranger.
- Armor Class, Attack, and Damage: Add the Rangers proficiency bonus.
- Ability Score improvement: when you gain ability score improvement (levels 4, 8th, 12, 16, 20) so does your beast. It can also take the Athlete, Durable, Charger, Mobile, or Tough feat instead of ability score improvement at these levels, if it meets the requirements.
- Special Effects: If a creature performs a special effect on hit, such as knocking down, use this formula for the DC: 8 + [Beast Attack Attribute Modifier] + proficiency bonus.
Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast obeys your commands as best as it can and takes its turn on your initiative. 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.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can perform a ritual during a long rest to revive it. While your companion is reduced to 0 hit points or dies, you suffer disadvantage on all attack rolls and saving throws until they are healed to 1 hit point or you perform this ritual revive them.
Coordinated Tactics
Beginning at 7th level, you can coordinate an attack on the same target as your beast, granting advantage to both the Ranger and the Companion. Pick a target at the beginning of your turn. The first attack that you and your companion make against that target have advantage, provided you both take the attack action against that target on that 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 Wrath
Starting at 11th level, when your beast companion takes 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.
Previous Versions
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10/7/2022 3:02:29 PM
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