Ranger
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.

Beast Master Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Beast Master Spells

RANGER LEVEL SPELL
3rd animal friendship
5th enlarge/reduce
9th conjure animals
13th polymorph
17th hold monster

Bestial Commune

At 3rd level, You gain proficiency in Animal Handling checks if you did not already have it. Additionally you learn and can cast the speak with animals and animal messenger spell without spending a spell slot. These spells count as ranger spells for you, but doesn’t count against the number of ranger spells you know.

Master of Beasts

Once per long rest, (GoT Warging)

Shepherd of Beasts

At 7th level, you gain expertise in animal handling checks. And receive a bonus to your

Primal Bond Ritual: With 8 hours of work you call forth an animal from the wilderness to serve as your faithful companion. Choose a Beast that is no larger than Large and that has a challenge rating of 1 or lower. You can also choose creatures from the following list:

  • Blinkdog
  • Cockatrice
  • Death dog
  • Hippogriff
  • Magmin
  • Piercer
  • Rust Monster
  • The Wretched
  • Worg
  • Young Kruthik

However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. The DM may also allow you to use another kind of creature from other sources at their discretion.

At the end of the 8 hours, your telepathically bonded animal companion appears and gains all the benefits of your Primal Bond. You can have only one animal companion at a time.

If your animal companion is ever slain, using the Revivify, Raise Dead, Resurrection, or True Resurrection spells you call forth your companion's spirit and use your magic to restore it to life. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Primal Bond: Your animal companion gains a variety of benefits while it is linked to you.

  • Your companions hit die are determined by its size (D4 for tiny, D6 for small, D8 for medium, D10 for large). Your companions starting hit points are 3 hit die.
  • For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
  • Your companions AC is 12 + your Proficiency Bonus, if your companion would have natural armour its AC is 14 + your Proficiency Bonus.
  • The animal companion loses its Multi-attack action, if it has one. Instead, when you gain the Extra Attack class feature, so does your companion.
  • You can telepathically communicate with your companion, it obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
  • When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
  • Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in.
  • Your animal companion gains proficiency in two skills of your choice, between: Athletics, Intimidation, Investigation, Perception, Performance, Persuasion, Stealth, Survival.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Once you bond to another creature, it gains the benefits of your Primal Bond and your former companion leaves you to either return to the wilds or retire to a new home, at the DM's discretion.

You gain bonus' to your Primal Bond ability at higher levels:

Level 7: Beasts up to large in size with a CR of 3 or lower. Creatures with a challenge rating above 1 must be willing or charmed to participate in the Primal Bond Ritual. Additionally you may now bond with creatures from the following list.

  • Ankheg
  • Cave Fisher
  • Displacer Beast
  • Grick
  • Griffon
  • Adult Kruthik
  • Manticore
  • Owl Bear
  • Phase Spider
  • Shadow Mastiff
  • Winter Wolf
  • Yeti

Level 11: Beasts up to large in size with a CR of 5 or lower. Additionally you may now bond with creatures from the following list.

  • Umber Hulk
  • Guardian Wolf
  • Girallon
  • Bulette

Level 15: Beasts up to Huge in size with a CR of 7 or lower. A Huge companion's hit dice are D12 and count as large when determining its Sharpened Bond Bonus. Additionally you may now bond with creatures from the following list.

  • Chimera
  • Wyvern

Expertly Trained

At 11th level, when you cast Conjure Animals, the summoned animals gain access to your sharpened bond bonus (depending on size). Huge animals use the Large Bond Bonus.

When your companion damages a creature with an attack, you or your allies within 5 feet of that creature can take the disengage action as a bonus action. 

Your companion now adds your proficiency bonus to its attack and damage rolls if it didn't already. Your companion now also gains a Sharpened Bond Bonus corresponding to its size.

Sharpened Bond Bonus

 

COMPANION SIZE BOND BONUS
Tiny Trained Critter: When your companion damages a creature with an attack and the creature's size is larger than theirs, they deal an additional die of damage. Your companion has proficiency and advantage on dexterity (stealth) checks.
Small Coordinated Understanding: Your Companion gains +2 to its AC, and can take a Dash, Disengage, Dodge or Hide action as a free action on its turn if you hit a creature with an attack within sight of your companion, or spend a bonus action to command your companion to do so.
Medium Loyal Guardian: Your companion gains +2 to damage rolls, and when a creature within 5 feet of your companion makes an attack against you, your companion can use their reaction to make an attack against the attacking creature.
Large King of the Jungle: Your companion has advantage when making intimidation and athletics checks.

Primal Domination

At 15th level, once per long rest you can use Dominating Gaze or Primal Roar abilities. Additionally your Primal Bond is improved. 

Dominating Gaze: If a creature starts its turn within 30 feet of the you and the two of you can see each other, you can force that creature to make a Wisdom saving throw or become charmed for 1 hour. If the creature remains charmed for the duration, it must make a Charisma saving throw. On a failed save, it is bound to serve you for the 1 day. You can use this in place of your Primal Bond Ritual to make the binding permanent (If you do so it gains the benefits of your Primal Bond and your former companion leaves you to either return to the wilds or retire to a new home, at the DM's discretion)

The creature has advantage on the saving throws if you are or were fighting it or its CR or level is 6 or above. The creature has disadvantage on the saving throw if the creature is a Beast with a CR of 3 or below.

If the target takes damage, it makes another Wisdom save. On a success, the effect ends and the binding fails.

Primal Roar: For an action, either you or your companion can use this ability by letting out a deafening roar. All beasts within 60 feet must make a Wisdom saving throw or become feared for a minute. Once either of you use this ability, neither of you can use it until you finish a long rest.

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