Hi, I'm a relatively inexperienced DM running a Saturday club at a boarding. I've currently put a narrative together for a level 10 adventure. One of the PCs is a Ranger Beastmaster, now as far as I can tell the beast companion is a waste of time at this level and makes no significant impact whatsoever.
In order to overcome this issue, I revised the companion and built it using a Fighter Battlemaster chassis from level 1 through level 10 (it essentially plays as its own character now) - before anyone jumps on my back regarding action economy etc as long as the action economy is integrated into the encounter I don't see the harm. I'm more concerned with playability.
I was hoping that somebody would for 'piece of mind' actually like the idea. Some of the features such as infused claws and alchemical shroud are narrative driven.
A friendly comment would be most welcome. (This is literally the first forum I've ever posted on for any subject)
THE JAGUAR — LEVEL 10
Medium Beast (Augmented), Unaligned
Armor Class 18 (Natural Armour, Alchemical Shroud) Hit Points 99 Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
15 (+2)
8 (−1)
14 (+2)
8 (−1)
Saving Throws Str +7, Dex +8, Wis +6 Skills Acrobatics +8, Athletics +7, Perception +6, Stealth +12 Damage Resistances Poison Senses Darkvision 60 ft., passive Perception 16 Languages Understands Common and Draconic through Crespenspar's augmentation bond Proficiency Bonus +4
TRAITS
Alchemical Shroud
The Jaguar's fur has been permanently infused with Crespenspar's alchemical stealth augmentation.
The Jaguar gains +1 AC and has Expertise in Stealth. Its coat naturally adapts to its surroundings, granting advantage on Dexterity (Stealth) checks.
The Jaguar cannot be tracked by non-magical means.
Infused Ward
The Jaguar has advantage on saving throws against spells and other magical effects.
Scale-Fused Talons
The Jaguar's claws are reinforced with magically treated elder pseudodragon scales. Its natural weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.
Predator's Coordination
The Jaguar shares an instinctive combat bond with Thalindra.
The Jaguar uses Thalindra's initiative position when commanded through their established bond, but retains its own movement, Action, Bonus Action and Reaction economy.
Vanguard Command
On Thalindra's turn, she may use her Bonus Action to command the Jaguar to take the Attack action.
The Jaguar immediately uses its own Action to make that Attack action.
Vanguard Command does not grant the Jaguar an additional Action. If the Jaguar uses its Action through Vanguard Command before its normal initiative turn, that Action has been expended for the round.
The Jaguar's normal turn still occurs and it retains its Movement, Bonus Action and Reaction.
Battle Master
The Jaguar has learned the combat techniques of a Battle Master.
Superiority Dice: 5d10 Maneuver Save DC: 15
The Jaguar knows the following maneuvers:
Stalker's Embrace
Achilles Swipe
Predatory Glare
Feline Reflexes
Predatory Focus
Hounding Distraction
ACTIONS
Multiattack
The Jaguar makes two Claw attacks.
Claw
Medium or smaller creature, melee weapon attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6 + 3 slashing damage plus 1d6 cold damage.
On a hit, the target's speed is reduced by 5 feet until the start of the Jaguar's next turn.
Bite
Medium or smaller creature, melee weapon attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6 + 3 piercing damage.
POUNCE – (prone/latch)
If the Jaguar moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked Prone.
If the target is knocked Prone by Pounce, the Jaguar may make one Bite attack as a Bonus Action against that target.
Latch
When Pounce targets a creature more than one size category larger than the Jaguar, a failed saving throw does not knock the creature Prone.
Instead, the Jaguar Latches onto the creature.
The Jaguar clings to the larger creature's body and remains attached to it, the Jaguar may make one Bite attack as a Bonus Action against that target. The creature remains standing and is not forcibly moved.
While Latched, the Jaguar gains the same offensive tactical benefits established by a successful Pounce, allowing the Jaguar and its allies to exploit the creature's compromised position.
BATTLE MASTER MANEUVERS
Stalker's Embrace
When the Jaguar hits a creature with a weapon attack, it may expend one superiority die to add the die to the attack's damage and attempt to grapple the target.
Achilles Swipe
When the Jaguar hits a creature with a weapon attack, it may expend one superiority die to add the die to the attack's damage. The target must succeed on a DC 15 Strength saving throw or be knocked Prone.
Predatory Glare
When the Jaguar hits a creature with a weapon attack, it may expend one superiority die to add the die to the attack's damage. The target must succeed on a DC 15 Wisdom saving throw or become Frightened until the end of the Jaguar's next turn.
Feline Reflexes
When the Jaguar moves, it may expend one superiority die to increase its AC by the number rolled until the end of that movement.
Predatory Focus
Before making an attack roll, the Jaguar may expend one superiority die and add the result to the attack roll.
Hounding Distraction
When the Jaguar hits a creature with a weapon attack, it may expend one superiority die to add the die to the attack's damage. The next attack roll made by an ally against that creature has advantage.
REACTIONS
Vanguard Interception
When a creature the Jaguar can see hits an ally within 5 feet of it with an attack, the Jaguar can use its Reaction to reduce the damage dealt to that ally by:
1d10 + 4
The Jaguar must be able to see the attacking creature and the ally.
COMBAT ROLE
At Level 10, the Jaguar is a mobile front-line controller and protector.
Its preferred combat sequence is:
Stealth → Pounce → Prone/Latch → Multiattack → control manoeuvre → protect an ally with Vanguard Interception.
The Jaguar should not be played as a simple damage-dealing companion. Its value comes from creating advantageous positions for itself and the rest of the pack.
Are you using 5 or 5.5 rules? I ask because the 5.5 version is way better.
Beyond that, if playability is your concern, this seems to really complicate it. You’re going to have 1 player effectively running 2 characters, so it will be extra complicated for that player, making it more difficult to play. And also it will really diminishing everyone else, as the Ranger’s turn will take much longer to resolve (basically two full turns) while everyone else just sits there.
Moreover, this makes the companion much too powerful. The idea is for it to be a bit of a boost to the Ranger, not something that can fully stand on its own. It’s supposed to be a subclass feature, and you’ve effectively made it a full character with its own subclass. The ranger’s companion shouldn’t be as effective as the fighter it’s standing next to.
I’d definitely agree that the 5.0 beast master is weak. But this is an overcorrection.
Note that Tasha’s Cauldron of Everything has an update for the 5.0 Beastmaster that corrects for the action economy issues the original had, if you’re working from that starting point.
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Hi, I'm a relatively inexperienced DM running a Saturday club at a boarding. I've currently put a narrative together for a level 10 adventure. One of the PCs is a Ranger Beastmaster, now as far as I can tell the beast companion is a waste of time at this level and makes no significant impact whatsoever.
In order to overcome this issue, I revised the companion and built it using a Fighter Battlemaster chassis from level 1 through level 10 (it essentially plays as its own character now) - before anyone jumps on my back regarding action economy etc as long as the action economy is integrated into the encounter I don't see the harm. I'm more concerned with playability.
I was hoping that somebody would for 'piece of mind' actually like the idea. Some of the features such as infused claws and alchemical shroud are narrative driven.
A friendly comment would be most welcome. (This is literally the first forum I've ever posted on for any subject)
THE JAGUAR — LEVEL 10
Medium Beast (Augmented), Unaligned
Armor Class 18 (Natural Armour, Alchemical Shroud)
Hit Points 99
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
15 (+2)
8 (−1)
14 (+2)
8 (−1)
Saving Throws Str +7, Dex +8, Wis +6
Skills Acrobatics +8, Athletics +7, Perception +6, Stealth +12
Damage Resistances Poison
Senses Darkvision 60 ft., passive Perception 16
Languages Understands Common and Draconic through Crespenspar's augmentation bond
Proficiency Bonus +4
TRAITS
Alchemical Shroud
The Jaguar's fur has been permanently infused with Crespenspar's alchemical stealth augmentation.
The Jaguar gains +1 AC and has Expertise in Stealth. Its coat naturally adapts to its surroundings, granting advantage on Dexterity (Stealth) checks.
The Jaguar cannot be tracked by non-magical means.
Infused Ward
The Jaguar has advantage on saving throws against spells and other magical effects.
Scale-Fused Talons
The Jaguar's claws are reinforced with magically treated elder pseudodragon scales. Its natural weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.
Predator's Coordination
The Jaguar shares an instinctive combat bond with Thalindra.
The Jaguar uses Thalindra's initiative position when commanded through their established bond, but retains its own movement, Action, Bonus Action and Reaction economy.
Vanguard Command
On Thalindra's turn, she may use her Bonus Action to command the Jaguar to take the Attack action.
The Jaguar immediately uses its own Action to make that Attack action.
Vanguard Command does not grant the Jaguar an additional Action. If the Jaguar uses its Action through Vanguard Command before its normal initiative turn, that Action has been expended for the round.
The Jaguar's normal turn still occurs and it retains its Movement, Bonus Action and Reaction.
Battle Master
The Jaguar has learned the combat techniques of a Battle Master.
Superiority Dice: 5d10
Maneuver Save DC: 15
The Jaguar knows the following maneuvers:
ACTIONS
Multiattack
The Jaguar makes two Claw attacks.
Claw
Medium or smaller creature, melee weapon attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6 + 3 slashing damage plus 1d6 cold damage.
On a hit, the target's speed is reduced by 5 feet until the start of the Jaguar's next turn.
Bite
Medium or smaller creature, melee weapon attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6 + 3 piercing damage.
POUNCE – (prone/latch)
If the Jaguar moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked Prone.
If the target is knocked Prone by Pounce, the Jaguar may make one Bite attack as a Bonus Action against that target.
Latch
When Pounce targets a creature more than one size category larger than the Jaguar, a failed saving throw does not knock the creature Prone.
Instead, the Jaguar Latches onto the creature.
The Jaguar clings to the larger creature's body and remains attached to it, the Jaguar may make one Bite attack as a Bonus Action against that target. The creature remains standing and is not forcibly moved.
While Latched, the Jaguar gains the same offensive tactical benefits established by a successful Pounce, allowing the Jaguar and its allies to exploit the creature's compromised position.
BATTLE MASTER MANEUVERS
Stalker's Embrace
When the Jaguar hits a creature with a weapon attack, it may expend one superiority die to add the die to the attack's damage and attempt to grapple the target.
Achilles Swipe
When the Jaguar hits a creature with a weapon attack, it may expend one superiority die to add the die to the attack's damage. The target must succeed on a DC 15 Strength saving throw or be knocked Prone.
Predatory Glare
When the Jaguar hits a creature with a weapon attack, it may expend one superiority die to add the die to the attack's damage. The target must succeed on a DC 15 Wisdom saving throw or become Frightened until the end of the Jaguar's next turn.
Feline Reflexes
When the Jaguar moves, it may expend one superiority die to increase its AC by the number rolled until the end of that movement.
Predatory Focus
Before making an attack roll, the Jaguar may expend one superiority die and add the result to the attack roll.
Hounding Distraction
When the Jaguar hits a creature with a weapon attack, it may expend one superiority die to add the die to the attack's damage. The next attack roll made by an ally against that creature has advantage.
REACTIONS
Vanguard Interception
When a creature the Jaguar can see hits an ally within 5 feet of it with an attack, the Jaguar can use its Reaction to reduce the damage dealt to that ally by:
1d10 + 4
The Jaguar must be able to see the attacking creature and the ally.
COMBAT ROLE
At Level 10, the Jaguar is a mobile front-line controller and protector.
Its preferred combat sequence is:
Stealth → Pounce → Prone/Latch → Multiattack → control manoeuvre → protect an ally with Vanguard Interception.
The Jaguar should not be played as a simple damage-dealing companion. Its value comes from creating advantageous positions for itself and the rest of the pack.
Are you using 5 or 5.5 rules? I ask because the 5.5 version is way better.
Beyond that, if playability is your concern, this seems to really complicate it. You’re going to have 1 player effectively running 2 characters, so it will be extra complicated for that player, making it more difficult to play. And also it will really diminishing everyone else, as the Ranger’s turn will take much longer to resolve (basically two full turns) while everyone else just sits there.
Moreover, this makes the companion much too powerful. The idea is for it to be a bit of a boost to the Ranger, not something that can fully stand on its own. It’s supposed to be a subclass feature, and you’ve effectively made it a full character with its own subclass. The ranger’s companion shouldn’t be as effective as the fighter it’s standing next to.
I’d definitely agree that the 5.0 beast master is weak. But this is an overcorrection.
Note that Tasha’s Cauldron of Everything has an update for the 5.0 Beastmaster that corrects for the action economy issues the original had, if you’re working from that starting point.