Base Class: Ranger
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.
Magical companion
At 3rd level, you gain the ability to summon a creature from the feywild, with which you can attempt to establish a bond by spending 10 minutes in its presence. During this time, you engage in a harmonious exchange, communing with the creature through shared gestures, melodic tones or perhaps by exchaning gifts representative of the feywild's whimsical nature. This interaction allows you to establish a connection with the summoned create, fostering a bond built on friendship and magical resonance of the feywild. When you try to summon a creature in this way choose a creature no larger than Medium or think of a creature yourself, the chosen creature only acts as a visual aid.
After forging a bond with a creature in this way the creature will follow you. In combat, the creature acts during your turn. The only action your bonded creature takes is the dodge action, unless you command it to use an action on your turn. 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 your companion reaches a 0 hit points it transforms into a ring which immediatly finds its way to you. If your companion is in its ring state it can be brought back after a long rest or by expending a spell slot of 1st level or higher. Your companion transforms back into the creature it was before and regains all hit points and appears in an unoccupied space within 5 feet of you. If you die your magical companion can hold its corporeal form for one minute, after the minute it transforms in the ring and finds it way to your hand.
| Magical Companion | |||||
|---|---|---|---|---|---|
| Medium beast | |||||
| Armor Class: 13 + PB (natural armor) | |||||
| 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 40ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 14 (+2) | 14 (+2) | 15 (+2) | 8 (−1) | 14 (+2) | 11 (+0) |
| Senses: darkvision 60 ft., passive Perception 12 | |||||
| Languages: understands the languages you speak | |||||
| Challenge: — | |||||
| Proficiency Bonus (PB): equals your bonus | |||||
| Healing cry: As an action you can heal a creature by 1d8 + ranger level, this feature can be used an equal amount to your proficiency bonus per long rest | |||||
| Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. | |||||
| Actions | |||||
| Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB slashing damage. | |||||
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