Base Class: Ranger
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.
Choosing a Beast
At 3rd level, you can obtain a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.
At higher levels, larger beasts and those with a higher challenge rating are available.
Improved Stats
Unless already added, apply the following to your beast's stat block:
- It's Proficiency Bonus (PB) equals your bonus - Add this to the beast’s:
- AC
- Attack rolls
- Damage rolls
- Saving throws it is proficient in
- Skills it is proficient in
- Its normal movement speed (walking, swimming, or flying depending on the type of beast) equals its normal maximum or your standard (non-buffed) walking speed +10 feet (whichever is higher).
- Its hit point maximum equals its normal maximum or 5 + five times your ranger level (whichever is higher).
- The beast has a number of Hit Dice [d8s] equal to your ranger level which it can spend during a short rest.
In Battle
In combat, the beast obeys your commands as best as it can and takes its turn on your initiative. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use your bonus action to verbally command it to take the Attack, Dash, Disengage, Help, or Ready action, or one action from its stat block (Multiattack actions are available at later levels). It will repeat this action on all its subsequent turns:
- unless the action can not be completed (for example, the beast is unable to reach the intended target),
- until the the action can not be repeated (for example, attacking a creature that is now dead),
- or you use a subsequent bonus action to give it a new command.
If you are incapacitated or absent, the beast acts on its own (as if it was still given commands by you) and focuses on protecting you and itself.
Like yourself, your beast can also roll death saving throws if unconscious.
Death
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.
Travelling
While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace.
As long as your beast companion is at least one size larger than you and mountable (at the discretion of your DM), you can mount it without needing a saddle.
Beastial Resolve
As a Beast Master, your bond with your animal companion runs deep, allowing for moments of shared ferocity and primal instinct when the other is in a dire situation. Once per long rest, Beastial Resolve can be triggered by you or your beast using your bonus action to gain 1d8 to all damage rolls for 1 minute if one of the following conditions are met:
- You are able to issue a command to your beast companion, but they are prevented from acting upon it = you gain the benefit.
- You are unable to issue a command to your beast companion, but they normally would be able to act upon it = your beast gains the benefit.
This covers scenarios like being out of range of each other, or one of you suffering from a condition that prevents commands being issued (you being silenced, your pet being deafened, either of you being incapacitated, etc.).
Where both scenarios are true simultaneously, you choose whether you or your beast companion gets the extra damage.
Damage increases at later levels.
Exceptional Training
All of your beast companion's attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Additionally, while your companion can see you, it has advantage on all saving throws.
You also gain the ability to command creatures with a Challenge Rating (CR) of 1/2 or lower. If you decide to keep your current companion, your DM may grant it new or enhanced abilities at their discretion. Alternatively, they may allow you to have a maximum of 2 Small or smaller beast companions of 1/4 or lower.
Furthermore, the damage bonus from your Beastial Resolve feature increases to 2d8.
Beastial 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 it.
Additionally, when you use the Attack action on your turn to attack the same target your beast companion is going to attack on their turn, it can use its reaction to make a third attack.
You also gain the ability to command Large creature and creatures with a Challenge Rating (CR) of 1 or lower. If you decide to keep your current companion, your DM may grant it new or enhanced abilities at their discretion. Alternatively, they may allow you to have a maximum of 2 Medium or smaller beast companions of 1/2 or lower.
Furthermore, the damage bonus from your Beastial Resolve feature increases to 3d8.
Primal Synergy
At 15th level, your bond with your beast companion reaches its apex, granting you both extraordinary abilities to protect and empower each other.
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Shared Spells: When you cast a spell targeting yourself, you can also affect your beast companion with the spell if it is within 30 feet of you.
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Superior Defence: Your beast companion's instincts have sharpened to a fine edge. When an attacker your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
These abilities represent the deep connection and mutual protection between you and your beast companion, enhancing your effectiveness as a unified force on the battlefield.
You also gain the ability to command creatures with a Challenge Rating (CR) of 2 or lower. If you decide to keep your current companion, your DM may grant it new or enhanced abilities at their discretion. Alternatively, they may allow you to have a maximum of 2 Large or smaller beast companions of 1 or lower.
Furthermore, the damage bonus from your Beastial Resolve feature increases to 4d8.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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