One of the players in my group has been really excited about playing a beastmaster type of ranger in the newly announced adventure and asked if we could update the beast master so that it can keep up with the other ranger subclasses. Needless to say, I took up the challenge but I'm currently at the point that I want to see what other people think about what I've come up with so far...
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.
At 3rd level, most beasts do not see you as a threat unless you give them a reason to believe you are. You also gain proficiency in the Animal Handling skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with this skill.
Ranger’s Companion
At 3rd level, you gain an animal 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 animal companion’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 animal companion as a number of hit dice (d8s) equal to your ranger level.
The animal companion 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 bonus action to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If you do not issue a command, the animal companion takes the Dodge action. When you take the Attack action, you can substitute one of your attacks so your animal companion can attack instead. If you choose to do so, your animal companion cannot take an Attack action on your bonus action.
If you are incapacitated or absent, the animal companion acts on its own, focusing on protecting you and itself. The animal companion never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only your animal companion, you can move stealthily at a normal pace.
If your animal companion 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.
Never Alone
Beginning at 7th level, with your companion at your side neither of you have to fear about facing hardships alone. While you are within 60 feet of you animal companion, you both gain advantage against the frightened condition.
In addition, the animal companion'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 animal companion to take the Attack action, the animal companion can make two attacks, or it can take the Multiattack action if it has that action. When you take the Attack action, you can substitute one or both of your attacks so your animal companion can attack instead. If you choose to do so, your animal companion cannot take an Attack action on your bonus action.
Joined Spirits
Beginning at 15th level, your animal companion is always under the effects of the beast bond spell. Also when a spell is cast on you or your animal companion, the spell can also affect the both you and your companion if you are within 30 feet of each other.
Not bad. I do believe it should get some spells as well but i went about it a different way. Namely the bonus action part. My only problem with this IS the Bonus Action part. Rangers can do a lot with their bonus action. You would normally use Hunter's Mark if you want to do more damage. That takes your bonus action. Doing it your way takes away your possible spell that would let you keep up with other people's damage by using your beast. Check out how many spells Ranger gets that use your bonus action. Don't get me wrong, it does allow both of you to attack. But what if you are Two Weapon Fighting? Now you can't do that either now. And your pet doesn't get hunter's mark damage boost. But just giving it access to hunter's mark and you both can attack using it? That is like a level 15+ feature that will let you keep up with others. Earlier than that it is too much damage if both of you can attack. I think the spells are a REALLY GOOD START. But I did mine in a way that doesn't conflict with D&D Beyond's character sheet for spells. Maybe something in-between would be the best for your player?
Forgot to mention, all usable beasts via the Base Rules don't get saving throw proficiency so your beast can die fast to STR and DEX saving thow effects. So i added that in. And early on, some of your Beast companion options can do stuff with a DC. That DC will be almost useless at later levels of the game if they don't go up with character level. So i added proficiency to the DC they can cause. So a DC (11 or 12) will be a DC (13 or 14) going up to DC (17 or 18) late game. A Player Character late game will have a capped out DC of 19. So your beast can keep up with your Player Character.
AND YES, the way I did it does use up your Action but only at first. It only makes sense that you can tell your Beast Companion "sic em" and let your beast have at it.
Thanks for the suggestions. I've made additional changes since then (Beast Master (variant)), and I'm still making more tweaks as I go. This variant is probably the one that's going take more time than I usually spend on homebrew simply because not only do I plan on using it but I also plan to see if another one of my player would like to switch to this.
Though, these changes don't fix you complaints with the bonus action economy or the fact that I still choose to have companion not gain the benefits of hunter's mark. I will say that in both cases those were intentional, and the lose of the two weapon fighting style's usefulness, even though is sad, I did take into consideration too. with that said, I'll look into seeing how the rexxar like "sic 'em" mechanic could works in what I have.
Those who take the mantle of Beast Master have an unbreakable bond with their animal companion. Together, they protect both civilization and the wilds alike from threats wherever it may arrive.
Creator's Note: The intention of this homebrew is to improve the shortcomings of the official "Beast Master" subclass for the Ranger class. In the books after the PHB, WotC have changed their philosophy on how they make the ranger subclasses without making updates to the original two. Plus, with the addition of the artificer class, specifically the battlesmith subclass and how they control their companions, just added to how bad this subclass had really was. WotC did return and try to fix a few of beast master's short comings in the class feature variant UA, but I still felt that even after those changes the beast master still lagged behind. So here's my attempt in fixing the beast master without making an entirely new beast master archetype from the ground up.
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.
At 3rd level, you've learned how to communicate with beasts in a limited manner. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
In addition, you gain proficiency in the Animal Handling skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with this skill.
Ranger’s Companion
At 3rd level, you gain an animal 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. (Your GM might allow other creatures to be your animal companion.) Add your proficiency bonus to the animal companion’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 maximum hit point number in its stat block or five times your ranger level + your Wisdom modifier + the Constitution modifier of its stat block, whichever is higher. The animal companion has a number of hit dice (d8s) equal to your ranger level which it can spend during a short rest, all other rules apply for spending Hit Dice to regain hit points.
The animal companion 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) and you can use your bonus action to command it to take one of the actions in its stat block, or the Dash, Disengage, Help, Hide, or Search action. If the animal companion has multi attack, you can only choose one of the attacks from the stat block. If you do not issue a command, the animal companion takes the Dodge action. When you take the Attack action and your animal companion hasn't made an attack this turn, you can substitute one of your attacks so your animal companion can attack instead. Once you have the Extra Attack feature, you can forgo your Attack action to allow your animal companion to make two attacks, or it can take the Multiattack action if it has that action. If you choose to have your animal companion to make an attack as part of your action, your animal companion cannot make an attack as your bonus action.
If your animal companion has an ability or attack that imposes a saving throw, the DC equals either the DC on in its stat block or your spellcasting DC, whichever is higher. Your animal companion also benefits from the following ranger features, when you reach their respective levels: Favored Enemies, Natural Explorer, Land's Strike, Hide in Plain Sight, Feral Senses and Foe Slayer.
If you are unable to issue a command, the animal companion acts on its own, focusing on protecting you and itself. The animal companion never requires your command to use its reaction, such as when making an opportunity attack.
Potential Addition:When you reach higher levels in this class, you can use creatures of higher CR and size for your animal companion. The CR maximum increases at 7th level (CR of 1/2) and 15 level (CR of 1). When you reach 11th level, your animal companion can be a size of large or smaller.
Potential Addition: When you reach higher levels in this class, your animal companion grows in strength with you. Whenever you reach a level where you gain an ability score improvement, you animal companion can also increase one of their ability scores by +2 or two of their ability scores by +1. If your animal companion died, and you take a new creature as your animal companion, your new animal companion gains an ability score improvement for each one you already earned. Talk with your DM with how the ability score improvements effect your animal companion.
(need to expand more on this) If your animal companion 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.
Never Alone
Beginning at 7th level, with your companion at your side, neither of you have to fear about facing hardships alone. While you are within 60 feet of you animal companion, you both gain advantage against the frightened condition and your animal companion gains advantage on saving throws.
In addition, the animal companion's attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Pack Mentality
Starting at 11th level, you and your animal companion fight best when you're fighting together. Whenever you or your animal companion makes an attack against any creature within 5 feet of the other and both of you aren't incapacitated, the attack roll is made with advantage.
Joined Spirits
Beginning at 15th level, your animal companion is always under the effects of the beast bond spell even if their Intelligence score is 4 or higher. Also, when a spell is cast on you or your animal companion, you can choose to have the spell affect both you and your animal companion if you are within 30 feet of each other.
I have a small problem with the starting stats it can get. Your beast companion will have, on average, more HP than a party wizard. Most Wizards will have +1 or +2 to Constitution but your Companion will end up with more HP still. This can make people at the game feel under powered or not useful. I like the 5x Ranger level part (i agree with it for medium sized creatures) but adding more HP than that just doesn't seem right to me. i have a level 4 Wizard (+2 Con) and this would give most, if not all Beast Companion more HP than him if the Ranger is at the same level.
I really like the idea of using your spell save DC for your companion's DC checks it makes. I will use that.
And after seeing both of our ideas, I believe the "Sic em" idea might be a little bit too strong if all attacks hit. On the other hand, the "Pack Mentality" idea seems really nice. If the attacks are still limited to what a normal beast master gets, I see no problem having Hunter's mark being useable by the pet as well.
As for the spells you chose, I am against "Find Steed". That is a Paladin's signature spell to always have a mount. I see a beast master using a spell like Healing Spirit instead so it can keep it's companion alive and well.
I am against the ASI for a beast companion. They get stronger through your bond and the proficiency bonus shows this. It is not gaining levels in Beast Master class its self.
Everything else seems good outside of going up to CR1 and large. Dire Wolf with Pack Tactics anyone? Beastmaster party with wall of pack tactic companions. Crits everywhere and the party stays super safe. I am for CR 1/2 though past level 7. Just not large ones.
I have a small problem with the starting stats it can get. Your beast companion will have, on average, more HP than a party wizard. Most Wizards will have +1 or +2 to Constitution but your Companion will end up with more HP still. This can make people at the game feel under powered or not useful. I like the 5x Ranger level part (i agree with it for medium sized creatures) but adding more HP than that just doesn't seem right to me. i have a level 4 Wizard (+2 Con) and this would give most, if not all Beast Companion more HP than him if the Ranger is at the same level.
Actually... Out of the complaints I've seen for the beastmaster companion, one was that it has too little health. My solution was for the health was that I checked out what other official companions have, and went with what the artificer's steel defender's companion health (equal the steel defender’s Constitution modifier + your Intelligence modifier + five times your level in this class). Which does put it towards on the higher end of health, but because the companion can't just be re-summoned/built if it dies I decided to play it safe and go with the higher HP.
And after seeing both of our ideas, I believe the "Sic em" idea might be a little bit too strong if all attacks hit. On the other hand, the "Pack Mentality" idea seems really nice. If the attacks are still limited to what a normal beast master gets, I see no problem having Hunter's mark being useable by the pet as well.
After doing some thinking on this, I do think how I have the action economy for the beastmaster at a point where "Sic 'em" (why I haven't responded about possibly rewording it) would be a bit too much especially with mine having an easy way of getting advantage. As for hunter's mark, for now, I'll wait and see how the route I'm going handles without it but could be something I add if this turns out to be under powered since there are plenty of really strong companions.
I am against the ASI for a beast companion. They get stronger through your bond and the proficiency bonus shows this. It is not gaining levels in Beast Master class its self.
Everything else seems good outside of going up to CR1 and large. Dire Wolf with Pack Tactics anyone? Beastmaster party with wall of pack tactic companions. Crits everywhere and the party stays super safe. I am for CR 1/2 though past level 7. Just not large ones.
Fair point, just trying to find other ways to help the companion scale. A good majority of complaints that I've seen about the companion is that is doesn't scale well. Thus why I'm trying these options. Are they the best way, *shrug* who knows, I'm just trying stuff out.
As for the spells you chose, I am against "Find Steed". That is a Paladin's signature spell to always have a mount. I see a beast master using a spell like Healing Spirit instead so it can keep it's companion alive and well.
I've looked into using Animal Messenger before but something didn't feel right about that choice and might decide to put that back in, I just don't know at the moment. Healing spirit, if I plan to make this a public homebrew here, I can't be used because it's a xanathar's spell. Beast sense, and locate animals or plants are currently as potential options as a replacement feature for Primeval Awareness. I could look into using Alter Self, but I'd have to think more on that but currently thinking on no. While with Find Steed, even though is a Paladin spell, I also see as a fitting spell for a subclass that specializes in animals and could be a reliable way to get a mount.. less your playing a small race then your companion count be your mount.
Locate Animals or Plants would be a good 2nd level spell. If the animal companion ever dies this spell would allow you to find another animal so you can bond with it.
Locate Animals or Plants would be a good 2nd level spell. If the animal companion ever dies this spell would allow you to find another animal so you can bond with it.
True enough, but for the "if my companion dies" scenario I'm actually looking into possibly doing what WotC was trying out with the spirit companions. This way once the player gets to level 3 but has yet to obtain a companion, or if their companion dies there is still a way to get a companion. I just want to see what WotC does with spirits before I fully commit to that idea. Really a good portion of what I've worked out is tied to the variant features... which if that is dropped then I'll just continue onward.
Couldn't much of the issue with hit points for the animal companion be addressed by homebrewing a magic collar that allowed the animal companion to dip into the ranger's hit points if its own hp drops to 0? There's probably some avenue for abuse that I'm not taking into account, but it seems like an extremely simple remedy.
That'd be an interesting item that could be given the companion if the DM deems such an item is needed. Though I still see no issue with the health being set to where I currently have it as it's not only the same health as the steel defender but also the same as the animal spirits part of the feature variant UA. I will admit a lot of what I'm doing is relying on what it done with that UA.
I've spent some time making additional changes to my beast master variant after talking with various people and sources. Now I feel that I'm at the point of this subclass where I'm almost done, but I would still like some additional opinions as a fresh set of eyes to look over where I'm currently at and see if I've missed anything. So let me know what you think about what I current have.
Those who take the mantle of Beast Master have an unbreakable bond with their animal companion. Together, they protect both civilization and the wilds alike from threats wherever it may arrive.
Creator's Note: The intention of this homebrew is to improve the shortcomings of the official "Beast Master" subclass for the Ranger class. In the books after the PHB, WotC have changed their philosophy on how they make the ranger subclasses without making updates to the original two. Plus, with the addition of the artificer class, specifically the battlesmith subclass and how they control their companions, just added to how bad this subclass had really was. WotC did return and try to fix a few of beast master's short comings in the class feature variant UA, but I still felt that even after those changes the beast master still lagged behind. So here's my attempt in fixing the beast master without making an entirely new beast master archetype from the ground up.
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.
At 3rd level, you've learned how to communicate with beasts in a limited manner. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
In addition, you gain proficiency in the Animal Handling skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with this skill.
Ranger’s Companion
At 3rd level, you gain an animal companion you have formed a magical bond with 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. (Your DM might allow other creatures to be your animal companion.) Add your proficiency bonus to the animal companion’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 maximum hit point number in its stat block or five times your ranger level + your Wisdom modifier + the Constitution modifier of its stat block, whichever is higher. The animal companion has a number of hit dice (d8s) equal to your ranger level which it can spend during a short rest, all other rules apply for spending Hit Dice to regain hit points.If your animal companion is reduced to 0 hit points, they are knocked unconscious, but their magical bond with you prevents them from being permanently killed unless you are also killed.
The animal companion 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) and you can use your bonus action to command it to take one of the actions in its stat block, or the Dash, Disengage, Help, Hide, or Search action. If the animal companion has multi attack, you can only choose one of the attacks from the stat block. If you do not issue a command, the animal companion takes the Dodge action. When you take the Attack action and your animal companion hasn't made an attack this turn, you can substitute one of your attacks so your animal companion can attack instead. Once you have the Extra Attack feature, you can forgo your Attack action to allow your animal companion to make two attacks, or it can take the Multiattack action if it has that action. If you choose to have your animal companion to make an attack as part of your action, your animal companion cannot make an attack as your bonus action.
If your animal companion has an ability or attack that imposes a saving throw, the DC equals either the DC on in its stat block or your spellcasting DC, whichever is higher. Your animal companion also benefits from the following ranger features, when you reach their respective levels: Favored Enemies, Natural Explorer, Land's Strike, Hide in Plain Sight, Feral Senses and Foe Slayer.
If you are unable to issue a command, the animal companion acts on its own, focusing on protecting you and itself. The animal companion never requires your command to use its reaction, such as when making an opportunity attack.
When you reach higher levels in this class, you can use creatures of higher CR and size for your animal companion. The CR maximum increases at 7th level (CR of 1/2) and 15 level (CR of 1). When you reach 11th level, your animal companion can be a size of large or smaller.
When you reach higher levels in this class, your animal companion grows in strength with you. Whenever you reach a level where you gain an ability score improvement, you animal companion can also increase one of their ability scores by +2 or two of their ability scores by +1. If you changed the form that your animal companion takes, you can change how the ability score improvements are applied to your companion. Talk with your DM about how the ability score improvements effect your animal companion.
You can undergo a ritual with your animal companion that allows you to change the form that your animal companion is currently in. This ritual takes an uninterrupted 8 hours complete and uses 25 gp worth of rare herbs, you call forth your companion’s spirit and use your magic to create a new body for your animal companion. The new body must follow the same restrictions for an animal companion. Additionally, if your animal companion is unable to reach you or is killed (such as being reduced to 0 hit points by the Disintegrate spell), you are able to use this ritual to call forth to your companion's spirit and reform their body.
Creator's Note: There are some change's that I've made to the animal companion that I am unable to change on the character sheet or on the animal companion stat block, such as the DC change and the companion having its own hit dice. The hit point change can be done manually, but I have not been able to find a way around those other changes without making a homebrew stat block for the companion. If I am able to apply these changes in a future update, I will do so.
Never Alone
Beginning at 7th level, with your companion at your side, neither of you have to fear about facing hardships alone. While you are within 60 feet of you animal companion, you both gain advantage against the frightened condition and your animal companion gains advantage on saving throws.
In addition, the animal companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Pack Mentality
Starting at 11th level, you and your animal companion fight best when you're fighting together. Whenever you or your animal companion makes an attack against any creature within 5 feet of the other and both of you aren't incapacitated, the attack roll is made with advantage.
Joined Spirits
Beginning at 15th level, your animal companion is always under the effects of the beast bond spell even if their Intelligence score is 4 or higher. Also, when a spell is cast on you or your animal companion, you can choose to have the spell affect both you and your animal companion if you are within 30 feet of each other.
One of the players in my group has been really excited about playing a beastmaster type of ranger in the newly announced adventure and asked if we could update the beast master so that it can keep up with the other ranger subclasses. Needless to say, I took up the challenge but I'm currently at the point that I want to see what other people think about what I've come up with so far...
EDIT: See below for updated version
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
Animal Friend
At 3rd level, most beasts do not see you as a threat unless you give them a reason to believe you are. You also gain proficiency in the Animal Handling skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with this skill.
Ranger’s Companion
At 3rd level, you gain an animal 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 animal companion’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 animal companion as a number of hit dice (d8s) equal to your ranger level.
The animal companion 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 bonus action to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If you do not issue a command, the animal companion takes the Dodge action. When you take the Attack action, you can substitute one of your attacks so your animal companion can attack instead. If you choose to do so, your animal companion cannot take an Attack action on your bonus action.
If you are incapacitated or absent, the animal companion acts on its own, focusing on protecting you and itself. The animal companion never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only your animal companion, you can move stealthily at a normal pace.
If your animal companion 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.
Never Alone
Beginning at 7th level, with your companion at your side neither of you have to fear about facing hardships alone. While you are within 60 feet of you animal companion, you both gain advantage against the frightened condition.
In addition, the animal companion'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 animal companion to take the Attack action, the animal companion can make two attacks, or it can take the Multiattack action if it has that action. When you take the Attack action, you can substitute one or both of your attacks so your animal companion can attack instead. If you choose to do so, your animal companion cannot take an Attack action on your bonus action.
Joined Spirits
Beginning at 15th level, your animal companion is always under the effects of the beast bond spell. Also when a spell is cast on you or your animal companion, the spell can also affect the both you and your companion if you are within 30 feet of each other.
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I like it at first glance. It doesn't seem overpowered. It would be interesting to see this test played,
Not bad. I do believe it should get some spells as well but i went about it a different way. Namely the bonus action part. My only problem with this IS the Bonus Action part. Rangers can do a lot with their bonus action. You would normally use Hunter's Mark if you want to do more damage. That takes your bonus action. Doing it your way takes away your possible spell that would let you keep up with other people's damage by using your beast. Check out how many spells Ranger gets that use your bonus action. Don't get me wrong, it does allow both of you to attack. But what if you are Two Weapon Fighting? Now you can't do that either now. And your pet doesn't get hunter's mark damage boost. But just giving it access to hunter's mark and you both can attack using it? That is like a level 15+ feature that will let you keep up with others. Earlier than that it is too much damage if both of you can attack. I think the spells are a REALLY GOOD START. But I did mine in a way that doesn't conflict with D&D Beyond's character sheet for spells. Maybe something in-between would be the best for your player?
Here is the link for my suggestions: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/52987-simple-errata-suggestions-for-beast-master-ranger
You can find my published homebrew Spells here.
Forgot to mention, all usable beasts via the Base Rules don't get saving throw proficiency so your beast can die fast to STR and DEX saving thow effects. So i added that in. And early on, some of your Beast companion options can do stuff with a DC. That DC will be almost useless at later levels of the game if they don't go up with character level. So i added proficiency to the DC they can cause. So a DC (11 or 12) will be a DC (13 or 14) going up to DC (17 or 18) late game. A Player Character late game will have a capped out DC of 19. So your beast can keep up with your Player Character.
AND YES, the way I did it does use up your Action but only at first. It only makes sense that you can tell your Beast Companion "sic em" and let your beast have at it.
You can find my published homebrew Spells here.
Thanks for the suggestions. I've made additional changes since then (Beast Master (variant)), and I'm still making more tweaks as I go. This variant is probably the one that's going take more time than I usually spend on homebrew simply because not only do I plan on using it but I also plan to see if another one of my player would like to switch to this.
Though, these changes don't fix you complaints with the bonus action economy or the fact that I still choose to have companion not gain the benefits of hunter's mark. I will say that in both cases those were intentional, and the lose of the two weapon fighting style's usefulness, even though is sad, I did take into consideration too. with that said, I'll look into seeing how the rexxar like "sic 'em" mechanic could works in what I have.
EDIT: See below for updated version
Those who take the mantle of Beast Master have an unbreakable bond with their animal companion. Together, they protect both civilization and the wilds alike from threats wherever it may arrive.
Creator's Note: The intention of this homebrew is to improve the shortcomings of the official "Beast Master" subclass for the Ranger class. In the books after the PHB, WotC have changed their philosophy on how they make the ranger subclasses without making updates to the original two. Plus, with the addition of the artificer class, specifically the battlesmith subclass and how they control their companions, just added to how bad this subclass had really was. WotC did return and try to fix a few of beast master's short comings in the class feature variant UA, but I still felt that even after those changes the beast master still lagged behind. So here's my attempt in fixing the beast master without making an entirely new beast master archetype from the ground up.
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
Animal Friend
At 3rd level, you've learned how to communicate with beasts in a limited manner. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
In addition, you gain proficiency in the Animal Handling skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with this skill.
Ranger’s Companion
At 3rd level, you gain an animal 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. (Your GM might allow other creatures to be your animal companion.) Add your proficiency bonus to the animal companion’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 maximum hit point number in its stat block or five times your ranger level + your Wisdom modifier + the Constitution modifier of its stat block, whichever is higher. The animal companion has a number of hit dice (d8s) equal to your ranger level which it can spend during a short rest, all other rules apply for spending Hit Dice to regain hit points.
The animal companion 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) and you can use your bonus action to command it to take one of the actions in its stat block, or the Dash, Disengage, Help, Hide, or Search action. If the animal companion has multi attack, you can only choose one of the attacks from the stat block. If you do not issue a command, the animal companion takes the Dodge action. When you take the Attack action and your animal companion hasn't made an attack this turn, you can substitute one of your attacks so your animal companion can attack instead. Once you have the Extra Attack feature, you can forgo your Attack action to allow your animal companion to make two attacks, or it can take the Multiattack action if it has that action. If you choose to have your animal companion to make an attack as part of your action, your animal companion cannot make an attack as your bonus action.
If your animal companion has an ability or attack that imposes a saving throw, the DC equals either the DC on in its stat block or your spellcasting DC, whichever is higher. Your animal companion also benefits from the following ranger features, when you reach their respective levels: Favored Enemies, Natural Explorer, Land's Strike, Hide in Plain Sight, Feral Senses and Foe Slayer.
If you are unable to issue a command, the animal companion acts on its own, focusing on protecting you and itself. The animal companion never requires your command to use its reaction, such as when making an opportunity attack.
Potential Addition: When you reach higher levels in this class, you can use creatures of higher CR and size for your animal companion. The CR maximum increases at 7th level (CR of 1/2) and 15 level (CR of 1). When you reach 11th level, your animal companion can be a size of large or smaller.
Potential Addition: When you reach higher levels in this class, your animal companion grows in strength with you. Whenever you reach a level where you gain an ability score improvement, you animal companion can also increase one of their ability scores by +2 or two of their ability scores by +1. If your animal companion died, and you take a new creature as your animal companion, your new animal companion gains an ability score improvement for each one you already earned. Talk with your DM with how the ability score improvements effect your animal companion.
(need to expand more on this) If your animal companion 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.
Never Alone
Beginning at 7th level, with your companion at your side, neither of you have to fear about facing hardships alone. While you are within 60 feet of you animal companion, you both gain advantage against the frightened condition and your animal companion gains advantage on saving throws.
In addition, the animal companion's attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Pack Mentality
Starting at 11th level, you and your animal companion fight best when you're fighting together. Whenever you or your animal companion makes an attack against any creature within 5 feet of the other and both of you aren't incapacitated, the attack roll is made with advantage.
Joined Spirits
Beginning at 15th level, your animal companion is always under the effects of the beast bond spell even if their Intelligence score is 4 or higher. Also, when a spell is cast on you or your animal companion, you can choose to have the spell affect both you and your animal companion if you are within 30 feet of each other.
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I have a small problem with the starting stats it can get. Your beast companion will have, on average, more HP than a party wizard. Most Wizards will have +1 or +2 to Constitution but your Companion will end up with more HP still. This can make people at the game feel under powered or not useful. I like the 5x Ranger level part (i agree with it for medium sized creatures) but adding more HP than that just doesn't seem right to me. i have a level 4 Wizard (+2 Con) and this would give most, if not all Beast Companion more HP than him if the Ranger is at the same level.
I really like the idea of using your spell save DC for your companion's DC checks it makes. I will use that.
And after seeing both of our ideas, I believe the "Sic em" idea might be a little bit too strong if all attacks hit. On the other hand, the "Pack Mentality" idea seems really nice. If the attacks are still limited to what a normal beast master gets, I see no problem having Hunter's mark being useable by the pet as well.
As for the spells you chose, I am against "Find Steed". That is a Paladin's signature spell to always have a mount. I see a beast master using a spell like Healing Spirit instead so it can keep it's companion alive and well.
I am against the ASI for a beast companion. They get stronger through your bond and the proficiency bonus shows this. It is not gaining levels in Beast Master class its self.
Everything else seems good outside of going up to CR1 and large. Dire Wolf with Pack Tactics anyone? Beastmaster party with wall of pack tactic companions. Crits everywhere and the party stays super safe. I am for CR 1/2 though past level 7. Just not large ones.
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Actually... Out of the complaints I've seen for the beastmaster companion, one was that it has too little health. My solution was for the health was that I checked out what other official companions have, and went with what the artificer's steel defender's companion health (equal the steel defender’s Constitution modifier + your Intelligence modifier + five times your level in this class). Which does put it towards on the higher end of health, but because the companion can't just be re-summoned/built if it dies I decided to play it safe and go with the higher HP.
After doing some thinking on this, I do think how I have the action economy for the beastmaster at a point where "Sic 'em" (why I haven't responded about possibly rewording it) would be a bit too much especially with mine having an easy way of getting advantage. As for hunter's mark, for now, I'll wait and see how the route I'm going handles without it but could be something I add if this turns out to be under powered since there are plenty of really strong companions.
Fair point, just trying to find other ways to help the companion scale. A good majority of complaints that I've seen about the companion is that is doesn't scale well. Thus why I'm trying these options. Are they the best way, *shrug* who knows, I'm just trying stuff out.
I've looked into using Animal Messenger before but something didn't feel right about that choice and might decide to put that back in, I just don't know at the moment. Healing spirit, if I plan to make this a public homebrew here, I can't be used because it's a xanathar's spell. Beast sense, and locate animals or plants are currently as potential options as a replacement feature for Primeval Awareness. I could look into using Alter Self, but I'd have to think more on that but currently thinking on no. While with Find Steed, even though is a Paladin spell, I also see as a fitting spell for a subclass that specializes in animals and could be a reliable way to get a mount.. less your playing a small race then your companion count be your mount.
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Locate Animals or Plants would be a good 2nd level spell. If the animal companion ever dies this spell would allow you to find another animal so you can bond with it.
You can find my published homebrew Spells here.
True enough, but for the "if my companion dies" scenario I'm actually looking into possibly doing what WotC was trying out with the spirit companions. This way once the player gets to level 3 but has yet to obtain a companion, or if their companion dies there is still a way to get a companion. I just want to see what WotC does with spirits before I fully commit to that idea. Really a good portion of what I've worked out is tied to the variant features... which if that is dropped then I'll just continue onward.
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Couldn't much of the issue with hit points for the animal companion be addressed by homebrewing a magic collar that allowed the animal companion to dip into the ranger's hit points if its own hp drops to 0? There's probably some avenue for abuse that I'm not taking into account, but it seems like an extremely simple remedy.
"Not all those who wander are lost"
That'd be an interesting item that could be given the companion if the DM deems such an item is needed. Though I still see no issue with the health being set to where I currently have it as it's not only the same health as the steel defender but also the same as the animal spirits part of the feature variant UA. I will admit a lot of what I'm doing is relying on what it done with that UA.
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I've spent some time making additional changes to my beast master variant after talking with various people and sources. Now I feel that I'm at the point of this subclass where I'm almost done, but I would still like some additional opinions as a fresh set of eyes to look over where I'm currently at and see if I've missed anything. So let me know what you think about what I current have.
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