Ranger
Base Class: Ranger

The Beast Tamer archetype embodies a union 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 Tamer 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. Choose a beast that is no larger than Medium size and has a CR rating of 1/4 or lower; this size becomes large at 7th-level, and Huge at 11th-level, in addition the CR rating increases to  CR 1/2 at 7th-level, to CR 1 at 11th-level, and to CR 2 at 15th level. You add your Wisdom modifier to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block plus five times your ranger level. Like any creature, it can spend Hit Dice during a short rest to regain hit points. It has a number of hit dice equal to your level and it's hit die is what is on its stat block. Beast companion attack once per round, and cannot perform the multi-attack action, even if it is listed in their stat block. 

The beast takes its turn on your initiative, and will automatically defend itself or you against any hostile creature. It will continue fighting the hostile creature until neither you nor it is engaged by the creature, it is incapacitated or you give it a different command using your Command Beast Feature.

If you are incapacitated or absent, the beast acts on it's own, focusing on protecting you or itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling with only the beast, you can move stealthily at a normal pace. 

Command Beast
You have the ability to issue commands to your beast companion. On your turn, you can verbally command the beast where to move (no action required). You can use your action to verbally command it to take the Dash, Disengage, Dodge, or Help action. You can also use your action to command it to defend one of your allies instead of you. Finally, you can use your action to direct it to attack any creature of your choosing. It will continue attacking that creature until the creature is defeated, your beast is incapacitated, or when you issue a different command. 

Raise Beast Companion
When your beast reaches zero hit points, it makes death saving throws like a player character or important NPC. If the beast dies, you can touch the Beast and expend one spell slots to perform the Raise Beast Companion ritual. Your animal companion is raised from the dead at full health and vitality. Alternatively, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Exceptional Training

Beginning at 7th-lvl, you can use a bonus action to use your Command Beast feature. In addition, your beast companion’s attacks are considered magical for the purposes of overcoming resistances and immunities to non-magical damage.

Bestial Fury

Starting at 11th-lvl, your beast companion can make two attacks when it takes the Attack action, 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.

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