I remember when I was still a newbie and picked beast master thinking it was super powerful. A few levels later, I was pretty disappointed at my decision. I wanted to see what everyone's experiences with beast master.
I voted that the beast master ranger is great and balanced. I think the ranger class, more than any other, is subject to DM interpretation, interaction, and inclusion for the class to perform its best. Think of fighters and warlocks in games that don’t take many short rests or fire based classes (light cleric, red draconic sorcerer, etc.) stuck in a game that takes place in hell. I also think that most people interpret the rules for the ranger class and beast master subclass incorrectly. Anytime someone wants to use the revised ranger instead, there is a correct interpretation of the PHB ranger that does the same thing. I encourage you to read the class and subclass(es) for yourself, talk with your DM ahead of time, and actually play the class for yourself.
It's meh. I think a lot of newer players miss the fact that D&D isn't an MMO—not everything has to be "viable" or even "balanced." There's a lot of talk about "party composition," "tank/healer/DPS," and all that. It doesn't matter. MMOs are fun, but they're not D&D. D&D is all about roleplaying a character and having fun, and the Beast Master isn't so underpowered as to be unfun. If you're a power gamer, yeah, you should pass on it, but if not, go for it! Is it underpowered? Yeah, a bit. Is that a game-breaking problem? Absolutely not.
When it comes to me, I love rangers and the beast masters in general subclass, but after playing a few different types of rangers I have found some issues myself and worked it out with my DM. Mostly my main issue with the companion is the action economy in combat compared to the other companion/summon based subclasses.
Like some have already said, if you like it go for it!
But for me it's a pass, it has an amazing RP potential but... over all it's bit on the weaker side imo. I mean, even WoTC have tried several times to fix it and/or with the class itself this gives you an idea of the community and WoTC's stance on it but again, if you enjoy it by all means you could have a blast with it !
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
It's a great subclass. I find most people's complaints are easily washed away with a little rereading and interpretation of the class and subclass abilities. I think of the beast companion more like the battle master subclass abilities than an extra creature added to the ranger. I think that's where folks get hung up. It is part of the ranger, not another additional. Most of the combat preferred beasts have one or several additional effects they offer to the ranger's toolkit., several of which use a successful hit in combat as a rider. Auto grapple, auto restrain, knock prone, help action, poison damage, AoO, "temp HP", "perception expertise", flying, and the like. Many of these at the cost of a couple points of damage less than a regular hit from the ranger itself. So I think of the beast like, (at level 10) you have a ranger with a bow that can make two attacks and do 13 damage on a hit, but you have an attack option to hit an enemy from 30 feet away with a melee attack with advantage that does 11 damage on a hit AND knocks them prone 30-50% of the time, and the ranger can make AoO from two positions on the battlefield, adds 40 temp HP to the party, and has a passive perception of 22. The battle master can knock an enemy prone and add a d8 to the damage.
I leveled my Beast Master from 1 to 8 over the last year. My experience is that the class is a whole lot of meh. The main ranger abilities are fine when they come into play (not that often in my campaign), but the companion wasn't really a difference-maker. My first beast (panther) was shredded in a boss fight. Second companion (flying snake) was pretty good, very effective in combat if the enemy wasn't resistant to poison, and a good scout that covered a lot of ground. Most recent companion (wolf) was disappointing. The knock-down was generally ineffective and the damage was about what I was doing with my bow attack. Our most recent adventure took place in a half-submerged fortress, so I just left the wolf behind entirely. When I realized my character was just as effective without the companion, I knew I was done. When you can ditch the whole subclass and not miss it, you know it's not really doing much for you. In my experience, the companion is basically a role-playing prop. Nothing wrong with that, but I was hoping for more.
The alternate class features being presented in Tasha's Cauldron of Everything makes the Beast Master a very good option. Check it out when it comes out!
The alternate class features being presented in Tasha's Cauldron of Everything makes the Beast Master a very good option. Check it out when it comes out!
I do agree that some of the ranger's variant feature will help, but from what I've seen from the leaks it won't fix all of the issues that I have, but it does fix the action economy portion for sure.
The alternate class features being presented in Tasha's Cauldron of Everything makes the Beast Master a very good option. Check it out when it comes out!
I do agree that some of the ranger's variant feature will help, but from what I've seen from the leaks it won't fix all of the issues that I have, but it does fix the action economy portion for sure.
Really?!?! Have you seen the official stuff for the for the optional level 3 beast master ranger ability replacement? Ranger’s proficiency bonus added to armor class and damage, the beast’s save DC is your spell save DC, the beast’s attack is your spell save DC, it takes any action when you use a bonus action, it still can replace one if you’re attacks when YOU take the attack action, it’s hit points are 5 times tour ranger level, it has hit dice equal to your ranger level, and it gets your proficiency bonus to ALL of its saving throws and ability checks!!! Other than making it an actual extra full PC, I don’t know what else you can give it.
The alternate class features being presented in Tasha's Cauldron of Everything makes the Beast Master a very good option. Check it out when it comes out!
I do agree that some of the ranger's variant feature will help, but from what I've seen from the leaks it won't fix all of the issues that I have, but it does fix the action economy portion for sure.
Really?!?! Have you seen the official stuff for the for the optional level 3 beast master ranger ability replacement? Ranger’s proficiency bonus added to armor class and damage, the beast’s save DC is your spell save DC, the beast’s attack is your spell save DC, it takes any action when you use a bonus action, it still can replace one if you’re attacks when YOU take the attack action, it’s hit points are 5 times tour ranger level, it has hit dice equal to your ranger level, and it gets your proficiency bonus to ALL of its saving throws and ability checks!!! Other than making it an actual extra full PC, I don’t know what else you can give it.
Now I will say that with the feature variants, the beast master is in a much better place and it does address most of my issues, but there's still two things that still bug me. Also, I don't remember seeing the prof bonus to all saving throws, I could be wrong on that but thought it was just DEX/STR and WIS.
First, there's still no beastmaster spells known list. I was under the impression that this was going to be a part of the new norm for ranger subclasses, and was hoping that they'd do this for other subclasses that don't have that I personally think should (i.e. Ranger, and Sorcerer subclasses). Though with the release of Drake Warden, I'm not sure if WotC is limiting the ranger companion subclasses to not having one, but then that'd make ranger the ONLY companion based subclass without one.
Secondly, the 7th level feature also needed an update because left as is the overall ability to use the companion is hindered compared to the other companion subclasses until the player reaches that level.
Both subclasses, as we all know, in the PHB don’t have a spell list. Fun fact, three new subclasses in Tasha’s for the druid. Two have a spell list and the third doesn’t!
WotC obviously thinks that the subclasses somehow are needed to balance out the class abilities. My example would be the spell list for the gloom stalker provides things that are useful for play NOT taking place on the first turn of combat, where the gloom stalker has most of its power.
I too found it odd that the level 3 ability received an option to replace and the level 7 did not. Fortunately, the level 3 ability is optional and the level 7 ability as is is merely redundant in that case, plus it still provides the magical equivalent attacks to overcome resistances.
I hate that they put this into Tasha’s as an “optional replacement” when everyone and their animal companion knows that this is actually an errata in disguise. They should have made the errata to the PHB to bring this subclass up to snuff with the new design philosophy, and left it out of Tasha’s.
In the book as printed, the beast adds the ranger’s proficiency bonus now to ALL of the beasts ability checks and saving throws. That wasn’t in the UA, but it is in the book.
Fun fact, two new subclasses in Tasha’s for the sorcerer. One has a spell list and the other doesn’t!
Actually both Sorcerer subclasses have an extended Spell list. However it's quite obvious that Wizard's can't be bothered to go back to every subclass pre-Tasha's to give them the same treatment and it appears that they also don't think Ranger's with companions are supposed to have one (which is quite dumb considering the Battlesmith got one and especially so for the Drakewarden since it's only a temporary companion even). It's stupid and annoying but unfortunately nothing we can change apart from homebrewing it.
You are correct. It’s one of the three druid subclasses that don’t get a spell list. Stars druid. I’ll edit my comment.
Honestly, at this point I believe that WotC design philosophy has changed enough that I think its about time for a 5.5e release. I know that topic is filled with various opinions and I don't want to get into that discussion here. Every group/person has their own sense of "balance" and I personally think that most casters should have spells known/prepared list. Also yeah, I do dislike how some of these "variant features" are just being used to fixed parts of 5e without acknowledging it. Do I like the idea of players having more choices to make their characters, of course, but this just feels like it's doing patchwork for a larger issue.
Also, I did double check on the saving throw/skills for the beast companion. It doesn't gain the prof bonus to all skills and saving throws like I thought, but only gaining the bonus if the beast is already proficient in those skills/saving throws; "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."
Honestly, at this point I believe that WotC design philosophy has changed enough that I think its about time for a 5.5e release. I know that topic is filled with various opinions and I don't want to get into that discussion here. Every group/person has their own sense of "balance" and I personally think that most casters should have spells known/prepared list. Also yeah, I do dislike how some of these "variant features" are just being used to fixed parts of 5e without acknowledging it. Do I like the idea of players having more choices to make their characters, of course, but this just feels like it's doing patchwork for a larger issue.
Also, I did double check on the saving throw/skills for the beast companion. It doesn't gain the prof bonus to all skills and saving throws like I thought, but only gaining the bonus if the beast is already proficient in those skills/saving throws; "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."
The Tasha's optional beast master 3rd level ability DOES allow the beast to add the ranger's proficiency bonus to ALL ability checks and saving throws the beast makes.
I really don't care whether they openly acknowledge that the new optional features are fixes or not. The only important thing is that they exist and the very fact that they do exist already implies acknowledgement as is anyway.
I agree. The Tasha's "optional replacement" for the beast master is just a lazy errata. I'll bet it will help sell more books, though!
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I remember when I was still a newbie and picked beast master thinking it was super powerful. A few levels later, I was pretty disappointed at my decision. I wanted to see what everyone's experiences with beast master.
I voted that the beast master ranger is great and balanced.
I think the ranger class, more than any other, is subject to DM interpretation, interaction, and inclusion for the class to perform its best. Think of fighters and warlocks in games that don’t take many short rests or fire based classes (light cleric, red draconic sorcerer, etc.) stuck in a game that takes place in hell.
I also think that most people interpret the rules for the ranger class and beast master subclass incorrectly. Anytime someone wants to use the revised ranger instead, there is a correct interpretation of the PHB ranger that does the same thing.
I encourage you to read the class and subclass(es) for yourself, talk with your DM ahead of time, and actually play the class for yourself.
It's meh. I think a lot of newer players miss the fact that D&D isn't an MMO—not everything has to be "viable" or even "balanced." There's a lot of talk about "party composition," "tank/healer/DPS," and all that. It doesn't matter. MMOs are fun, but they're not D&D. D&D is all about roleplaying a character and having fun, and the Beast Master isn't so underpowered as to be unfun. If you're a power gamer, yeah, you should pass on it, but if not, go for it! Is it underpowered? Yeah, a bit. Is that a game-breaking problem? Absolutely not.
Wizard (Gandalf) of the Tolkien Club
When it comes to me, I love rangers and the beast masters in general subclass, but after playing a few different types of rangers I have found some issues myself and worked it out with my DM. Mostly my main issue with the companion is the action economy in combat compared to the other companion/summon based subclasses.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
Like some have already said, if you like it go for it!
But for me it's a pass, it has an amazing RP potential but... over all it's bit on the weaker side imo. I mean, even WoTC have tried several times to fix it and/or with the class itself this gives you an idea of the community and WoTC's stance on it but again, if you enjoy it by all means you could have a blast with it !
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
It's a great subclass. I find most people's complaints are easily washed away with a little rereading and interpretation of the class and subclass abilities. I think of the beast companion more like the battle master subclass abilities than an extra creature added to the ranger. I think that's where folks get hung up. It is part of the ranger, not another additional. Most of the combat preferred beasts have one or several additional effects they offer to the ranger's toolkit., several of which use a successful hit in combat as a rider. Auto grapple, auto restrain, knock prone, help action, poison damage, AoO, "temp HP", "perception expertise", flying, and the like. Many of these at the cost of a couple points of damage less than a regular hit from the ranger itself. So I think of the beast like, (at level 10) you have a ranger with a bow that can make two attacks and do 13 damage on a hit, but you have an attack option to hit an enemy from 30 feet away with a melee attack with advantage that does 11 damage on a hit AND knocks them prone 30-50% of the time, and the ranger can make AoO from two positions on the battlefield, adds 40 temp HP to the party, and has a passive perception of 22. The battle master can knock an enemy prone and add a d8 to the damage.
I leveled my Beast Master from 1 to 8 over the last year. My experience is that the class is a whole lot of meh. The main ranger abilities are fine when they come into play (not that often in my campaign), but the companion wasn't really a difference-maker. My first beast (panther) was shredded in a boss fight. Second companion (flying snake) was pretty good, very effective in combat if the enemy wasn't resistant to poison, and a good scout that covered a lot of ground. Most recent companion (wolf) was disappointing. The knock-down was generally ineffective and the damage was about what I was doing with my bow attack. Our most recent adventure took place in a half-submerged fortress, so I just left the wolf behind entirely. When I realized my character was just as effective without the companion, I knew I was done. When you can ditch the whole subclass and not miss it, you know it's not really doing much for you. In my experience, the companion is basically a role-playing prop. Nothing wrong with that, but I was hoping for more.
The alternate class features being presented in Tasha's Cauldron of Everything makes the Beast Master a very good option. Check it out when it comes out!
I do agree that some of the ranger's variant feature will help, but from what I've seen from the leaks it won't fix all of the issues that I have, but it does fix the action economy portion for sure.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Really?!?! Have you seen the official stuff for the for the optional level 3 beast master ranger ability replacement? Ranger’s proficiency bonus added to armor class and damage, the beast’s save DC is your spell save DC, the beast’s attack is your spell save DC, it takes any action when you use a bonus action, it still can replace one if you’re attacks when YOU take the attack action, it’s hit points are 5 times tour ranger level, it has hit dice equal to your ranger level, and it gets your proficiency bonus to ALL of its saving throws and ability checks!!! Other than making it an actual extra full PC, I don’t know what else you can give it.
Now I will say that with the feature variants, the beast master is in a much better place and it does address most of my issues, but there's still two things that still bug me. Also, I don't remember seeing the prof bonus to all saving throws, I could be wrong on that but thought it was just DEX/STR and WIS.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Both subclasses, as we all know, in the PHB don’t have a spell list. Fun fact, three new subclasses in Tasha’s for the druid. Two have a spell list and the third doesn’t!
WotC obviously thinks that the subclasses somehow are needed to balance out the class abilities. My example would be the spell list for the gloom stalker provides things that are useful for play NOT taking place on the first turn of combat, where the gloom stalker has most of its power.
I too found it odd that the level 3 ability received an option to replace and the level 7 did not. Fortunately, the level 3 ability is optional and the level 7 ability as is is merely redundant in that case, plus it still provides the magical equivalent attacks to overcome resistances.
I hate that they put this into Tasha’s as an “optional replacement” when everyone and their animal companion knows that this is actually an errata in disguise. They should have made the errata to the PHB to bring this subclass up to snuff with the new design philosophy, and left it out of Tasha’s.
In the book as printed, the beast adds the ranger’s proficiency bonus now to ALL of the beasts ability checks and saving throws. That wasn’t in the UA, but it is in the book.
You are correct. It’s one of the three druid subclasses that don’t get a spell list. Stars druid. I’ll edit my comment.
Honestly, at this point I believe that WotC design philosophy has changed enough that I think its about time for a 5.5e release. I know that topic is filled with various opinions and I don't want to get into that discussion here. Every group/person has their own sense of "balance" and I personally think that most casters should have spells known/prepared list. Also yeah, I do dislike how some of these "variant features" are just being used to fixed parts of 5e without acknowledging it. Do I like the idea of players having more choices to make their characters, of course, but this just feels like it's doing patchwork for a larger issue.
Also, I did double check on the saving throw/skills for the beast companion. It doesn't gain the prof bonus to all skills and saving throws like I thought, but only gaining the bonus if the beast is already proficient in those skills/saving throws; "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."
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
The Tasha's optional beast master 3rd level ability DOES allow the beast to add the ranger's proficiency bonus to ALL ability checks and saving throws the beast makes.
https://youtu.be/HcwH2Qf7AlI?t=627
It is in the stat block of the primal beasts.
I agree. The Tasha's "optional replacement" for the beast master is just a lazy errata. I'll bet it will help sell more books, though!