Base Class: Ranger
Since Tasha's Beast Master essentially moved its seventh level ability to third level, and made it better, here's a replacement.
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 and that has a challenge rating of 1/4 or lower. Add your proficiency bonus 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 or four times your ranger level, whichever is higher. 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. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
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 obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Beast Spells
Pick one of the following spells, Animal Friendship, Beast Bond, Speak with Animals, Animal Messenger, or Beast Sense. You learn whichever you choose.
In addition you gain a number of charges called beast charges, equal to your proficiency bonus plus 2, you get any expended beast charges back at the end of a long rest.
You can use these beast charges to modify the five listed spells above as follows:
Animal Friendship- when you cast this spell, you can expend one beast charge to raise the max intelligence this spell can effect by 2, you can expend any amount of beast charges you want to.
Beast Bond- you can expend one charge to have advantage on con saves to maintain concentration on this spell. You can also expend one charge to cast this spell as a bonus action and have your beast deal an extra 1d4 damage when they hit with an attack (also if they get advantage from another source such as flanking, they can use this spell to add a d4 to their attack roll). Another beast charge can be expended to give the beast the benefits of this spell if it targets a creature within 30 feet of you.
Speak with Animals-when you cast this spell, you can expend any amount of beast charges to let this spell effect one more creature to understand beasts per charge expended. In addition you can double the duration with one beast charge.
Animal Messenger- when you cast this spell, you can expend a beast charge. When you do, you can decide whether or not the messenger will record a message from the creature you are sending it to, then the messenger heads off as normal. The messenger travels at double the speed it would as normal (as detailed by the spell), and after delivering the messenger will fly back to you, after it has recorded a message from the recipient if you decided so. It will not return to you if it can't reach you before the spell ends, at which point the message is lost and the messenger returns to where you cast the spell.
Beast Sense- when you cast this spell you can expend a charge to make it so you and the targeted beast to have a mental connection that allows the both of you to relay simple ideas and concepts with each other for the duration of the spell, as long as you are within 100 feet of each other. You can also expend one beast charge to make this spell not cost concentration. You can also expend up to two charges to double the duration of the spell for each charge.
You can expend 1+*the level of the spell* beast charges to cast one of the five spells listed above without expending a spell slot, if you do not know the spell, you must expend an additional beast charge.
All of these spells can effect your beast companion, regardless of restrictions such as intelligence limitations.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial 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 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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