The following is an attempt at fixing one of the many issues with the Beastmaster Ranger through a means unacknowledged by most fixes. The feature being fixed is the Beast companion’s statblock and the lack of player control over their companion’s capabilities. This usually wouldn’t be an issue due to multiple different creatures such as Giant Crabs, Wolves, Blood Hawks, etc being vastly different, but it makes two wolves with different training act identical in terms of combat and statistical capabilities. This intends to amend the problem by giving the Ranger player the ability to create their companion’s statblock and give their companion the traits that they decide fits best. In terms of narrative purposes these could be seen as traits that are in the nature of your companion as opposed to other creatures of the same species, traits brought around by the Ranger magically enhancing their companion, or traits that you have intentionally trained to become prevalent. Any criticism, advice, or questions are greatly appreciated.
Determining Statistics
Your beast companion starts with the following stats before (Some readers will note this system is akin to the point-buy system for generating player stats in the PHB. This is intentional and serves to give you greater control over how you wish your beast companion to interact with the game.) The beast has an Intelligence score equal to the creature that is closest to what type of creature you are making (Ex: If your creature is a bear, refer to the black bear statblock to see what intelligence it has). If the beast you have trained bears no relation to existing creatures, it has an Intelligence score of 3 and it cannot be increased. After training your beast companion you have 22 points you are able to assign to the remaining 5 ability scores.
Score*
Cost
8
0
9
1
10
2
11
3
12
4
13
5
14
7
15
9
*Reduce the scores in this column by 3 when determining the beast’s Charisma score
Size
There are 3 size categories available for your animal companion, each with a variety of benefits & drawbacks. A medium-sized creature has the largest hit dice (a d8). A small creature’s hit dice is in the middle (a d6) & its Dexterity score increases by 1. A tiny creature has the smallest hit dice (a d4) & its Dexterity score increases by 3 & its Str score decreases by 1.
Weapon Attacks
The creature you choose as your animal companion has the same name for its attacks as the base species, but the damage and statistics for that attack are determined by the creature’s size & statistics. The creature has the same attack name as the attacks in their statblock, but the damage the attacks deal are modified in the following way. Medium creature’s damage die is a d6, small creature’s damage die is a d4, and a tiny creature’s damage die is a d1. If your damage dice can be represented with different dice (2d4 instead of 1d8 or 2d6 instead of 1d12) you are free to choose either option.
Determining Hitpoints
Depending on your beast’s hit dice and constitution modifier the method for which its hp grows is altered. Your companion’s hitpoints equal Your Ranger Level x (the average of the creature’s hit dice + its Constitution modifier).
Movement
The beast has the same movement speed as the creature it is based off of or closest resembles, (before buying features) this determines the creature’s amount of feature points.
Walking Speed
Total Feature Points
10 ft
26
15 ft
24
20 ft
23
25 ft
21
30 ft
20
35 ft
18
40 ft
17
45 ft
15
50 ft
14
55 ft
12
60 ft
11
If the beast you chose has an additional type of movement speed refer to the following tables for their total feature points deduction.
Climbing Speed*
Feature Point Deduction
20 ft
2
30 ft
3
40 ft
4
*Creatures with the spider climb trait maintain the trait, but receive an additional point deduction of 1 along with their feature point deduction of their climbing speed
Flying Speed
Feature Point Deduction
30 ft
9
40 ft
11
50 ft
13
60 ft
15
Swimming Speed*
Feature Point Deduction**
20 ft
3
30 ft
4
40 ft
5
50 ft
6
*If the beast has the amphibious or water breathing trait in its stat block, it automatically gains the feature at no cost to its number of feature points. **If the beast has a swimming speed and no walking speed, instead treat the walking speed table as the swimming speed table, refer to this table only if the creature has both a swimming speed and walking speed
Features
The beast has feature points which it can use to buy abilities, proficiencies, and other improvements to the beast’s capabilities. Each feature choice costs a number of points depending on its viability.
Precision(2 points): The creature uses its Dexterity modifier for its attack and damage rolls instead of its Strength modifier.
Responsive (5 points): The creature is especially reactive to your commands. As a bonus action you can command your beast to use its reaction to make a melee weapon attack.
Stealthy(1 points): The beast gains proficiency in Stealth.
Perceptive(1 points): The beast gains proficiency in Perception.
Expertise(3 points): The beast can double its proficiency bonus in one skill that it is proficient in. (Ranger’s choice of skill) Prerequisite: Proficiency in at least one skill
Keen Sight(1 point): The beast has advantage on Perception rolls that rely on sight. Prerequisite: Perceptive
Keen Hearing(1 point): The beast has advantage on Perception rolls that rely on hearing. Prerequisite: Perceptive
Keen Smell(1 point): The beast has advantage on Perception rolls that rely on smell. Prerequisite: Perceptive
Mobile(3 points): One of the beast’s movement speeds (the Ranger’s choice) increases by 10 ft.
Hold Breath(1 point): The beast can hold its breath for 15 minutes.
Flyby(4 points): The beast doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Prerequisite:Flying Speed
Tough(3 points): The beast’s hit dice count as one die step higher (ex: a d8 becomes a d10)
Resilient(5 points): The beast gains proficiency in one of either Strength, Dexterity, or Constitution saving throws.
Pack Tactics(3 points): The beast has advantage on attack rolls against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Rampage(3 points): When the beast reduces a hostile creature to 0 hit points with a melee attack on its turn the beast can use its bonus action to move up to half of its speed and make a melee weapon attack.
Beast of Burden(2 points): The beast is considered a large animal for the purpose of determining its carrying capacity.
Blood Frenzy(6 points): The beast has advantage on melee attack rolls against creatures who don’t have all of their hit points.
Relentless(6 points): If the beast takes (Constitution score - 5) damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The beast regains the use of this ability after finishing a short or long rest.
Brute(varied cost): The beast’s damage die is increased by one die size every 3 points you spend to a maximum of 9 points.. (Ex. a d6 becomes a d10 when rolling for damage if you spend 6 points)
Dive Attack(4 points): If the beast is flying at least 30 feet straight toward a target and then hits it with a melee weapon attack the attack deals an extra damage die to the target. Prerequisite:Flying Speed 50 ft or Higher
Natural Armor(varied cost): The beast’s armor class increases depending on the cost you spend. 3 points=+1 to AC, 6 points=+2 to AC, 9 points=+3 to AC.
Charge(4 points): If the beast moves at least 20 feet straight towards a target then hits it with an attack on the same turn, the target takes an extra damage die of that damage type (if you deal 2d4, its intended that after charging you’ll deal 4d4). Prerequisite:Walking or Swimming Speed of 40 feet or higher; Gore, Slam, Tusk, or Ram.
Topple(2 points): If the beast moves at least 20 feet straight towards a target then hits it with an attack on the same turn the target of the attack must succeed on a DC: (10+Beast’s Strength modifier+Ranger’s proficiency bonus) Strength saving throw or be knocked prone. Prerequisite: Walking Speed of 40 feet or higher.
Pounce(2 point): If the beast triggers its Topple feature and knocks the target prone, the beast can make one additional attack against the target as a bonus action. This additional attack deals one damage die less than the initial attack. (Ex: If the creature first makes a claw attack that does 1d6, the creature’s bonus action attack deals 1d4.) Prerequisite: Topple feature; Bite or Claw
Take Down(3 points): Whenever the beast hits a creature with a melee weapon attack the creature must succeed on a DC: (10+Beast’s Strength modifier+Ranger’s proficiency bonus) Strength saving throw or be knocked Prone. Prerequisite:No Flying or Swimming speed; Bite
Creation Process: The main way I wanted to create the point values of the different features is I compared the statblocks of 5 of the best medium-sized CR 1/4 creatures: Panther, Wolf, Boar, Dimetrodon, and Pteranodon. I compared the quantity and quality of the abilities and assigned a point value to each (whilst ignoring hitpoints). This is so that the relative power level of the beastmaster won't be increased substantially, while still allowing for greater versatility.
Left out Multiattack because it's unavailable until 11th level beastmaster and once you reach level 11 it essentially overrides it (Also I didn't outright say it, but multiattack could essentially be splitting a d10 damage die into a d6 and a d4). Burrowing Speed was an oversight and I'll try to balance something around it soon (most burrowing speed creatures have multiattack though, which I've balanced everything so far around CR 1/4 non-multiattack medium beast creatures if you have one as a suggestion it would be appreciated). Poison was intentionally left out, moreso because I wanted some advice on the cost to damage ratio and also it was left out because as the system currently stands it functions for most creatures very well, but for creatures with poison on attacking the system falls apart (especially the Flying Snake). I'm also trying to think of a new system for swimming, climbing, and burrowing speed based on ratios to the regular walking speed for cost. Thx for the feedback
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Preface
The following is an attempt at fixing one of the many issues with the Beastmaster Ranger through a means unacknowledged by most fixes. The feature being fixed is the Beast companion’s statblock and the lack of player control over their companion’s capabilities. This usually wouldn’t be an issue due to multiple different creatures such as Giant Crabs, Wolves, Blood Hawks, etc being vastly different, but it makes two wolves with different training act identical in terms of combat and statistical capabilities. This intends to amend the problem by giving the Ranger player the ability to create their companion’s statblock and give their companion the traits that they decide fits best. In terms of narrative purposes these could be seen as traits that are in the nature of your companion as opposed to other creatures of the same species, traits brought around by the Ranger magically enhancing their companion, or traits that you have intentionally trained to become prevalent. Any criticism, advice, or questions are greatly appreciated.
Determining Statistics
Your beast companion starts with the following stats before (Some readers will note this system is akin to the point-buy system for generating player stats in the PHB. This is intentional and serves to give you greater control over how you wish your beast companion to interact with the game.) The beast has an Intelligence score equal to the creature that is closest to what type of creature you are making (Ex: If your creature is a bear, refer to the black bear statblock to see what intelligence it has). If the beast you have trained bears no relation to existing creatures, it has an Intelligence score of 3 and it cannot be increased. After training your beast companion you have 22 points you are able to assign to the remaining 5 ability scores.
*Reduce the scores in this column by 3 when determining the beast’s Charisma score
Size
There are 3 size categories available for your animal companion, each with a variety of benefits & drawbacks. A medium-sized creature has the largest hit dice (a d8). A small creature’s hit dice is in the middle (a d6) & its Dexterity score increases by 1. A tiny creature has the smallest hit dice (a d4) & its Dexterity score increases by 3 & its Str score decreases by 1.
Weapon Attacks
The creature you choose as your animal companion has the same name for its attacks as the base species, but the damage and statistics for that attack are determined by the creature’s size & statistics. The creature has the same attack name as the attacks in their statblock, but the damage the attacks deal are modified in the following way. Medium creature’s damage die is a d6, small creature’s damage die is a d4, and a tiny creature’s damage die is a d1. If your damage dice can be represented with different dice (2d4 instead of 1d8 or 2d6 instead of 1d12) you are free to choose either option.
Determining Hitpoints
Depending on your beast’s hit dice and constitution modifier the method for which its hp grows is altered. Your companion’s hitpoints equal Your Ranger Level x (the average of the creature’s hit dice + its Constitution modifier).
Movement
The beast has the same movement speed as the creature it is based off of or closest resembles, (before buying features) this determines the creature’s amount of feature points.
If the beast you chose has an additional type of movement speed refer to the following tables for their total feature points deduction.
*Creatures with the spider climb trait maintain the trait, but receive an additional point deduction of 1 along with their feature point deduction of their climbing speed
*If the beast has the amphibious or water breathing trait in its stat block, it automatically gains the feature at no cost to its number of feature points.
**If the beast has a swimming speed and no walking speed, instead treat the walking speed table as the swimming speed table, refer to this table only if the creature has both a swimming speed and walking speed
Features
The beast has feature points which it can use to buy abilities, proficiencies, and other improvements to the beast’s capabilities. Each feature choice costs a number of points depending on its viability.
Precision (2 points): The creature uses its Dexterity modifier for its attack and damage rolls instead of its Strength modifier.
Responsive (5 points): The creature is especially reactive to your commands. As a bonus action you can command your beast to use its reaction to make a melee weapon attack.
Stealthy (1 points): The beast gains proficiency in Stealth.
Perceptive (1 points): The beast gains proficiency in Perception.
Expertise (3 points): The beast can double its proficiency bonus in one skill that it is proficient in. (Ranger’s choice of skill) Prerequisite: Proficiency in at least one skill
Keen Sight (1 point): The beast has advantage on Perception rolls that rely on sight. Prerequisite: Perceptive
Keen Hearing (1 point): The beast has advantage on Perception rolls that rely on hearing. Prerequisite: Perceptive
Keen Smell (1 point): The beast has advantage on Perception rolls that rely on smell. Prerequisite: Perceptive
Mobile (3 points): One of the beast’s movement speeds (the Ranger’s choice) increases by 10 ft.
Hold Breath (1 point): The beast can hold its breath for 15 minutes.
Flyby (4 points): The beast doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Prerequisite: Flying Speed
Tough (3 points): The beast’s hit dice count as one die step higher (ex: a d8 becomes a d10)
Resilient (5 points): The beast gains proficiency in one of either Strength, Dexterity, or Constitution saving throws.
Pack Tactics (3 points): The beast has advantage on attack rolls against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Rampage (3 points): When the beast reduces a hostile creature to 0 hit points with a melee attack on its turn the beast can use its bonus action to move up to half of its speed and make a melee weapon attack.
Beast of Burden (2 points): The beast is considered a large animal for the purpose of determining its carrying capacity.
Blood Frenzy (6 points): The beast has advantage on melee attack rolls against creatures who don’t have all of their hit points.
Relentless (6 points): If the beast takes (Constitution score - 5) damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The beast regains the use of this ability after finishing a short or long rest.
Brute (varied cost): The beast’s damage die is increased by one die size every 3 points you spend to a maximum of 9 points.. (Ex. a d6 becomes a d10 when rolling for damage if you spend 6 points)
Dive Attack (4 points): If the beast is flying at least 30 feet straight toward a target and then hits it with a melee weapon attack the attack deals an extra damage die to the target. Prerequisite: Flying Speed 50 ft or Higher
Natural Armor (varied cost): The beast’s armor class increases depending on the cost you spend. 3 points=+1 to AC, 6 points=+2 to AC, 9 points=+3 to AC.
Charge (4 points): If the beast moves at least 20 feet straight towards a target then hits it with an attack on the same turn, the target takes an extra damage die of that damage type (if you deal 2d4, its intended that after charging you’ll deal 4d4). Prerequisite: Walking or Swimming Speed of 40 feet or higher; Gore, Slam, Tusk, or Ram.
Topple (2 points): If the beast moves at least 20 feet straight towards a target then hits it with an attack on the same turn the target of the attack must succeed on a DC: (10+Beast’s Strength modifier+Ranger’s proficiency bonus) Strength saving throw or be knocked prone. Prerequisite: Walking Speed of 40 feet or higher.
Pounce (2 point): If the beast triggers its Topple feature and knocks the target prone, the beast can make one additional attack against the target as a bonus action. This additional attack deals one damage die less than the initial attack. (Ex: If the creature first makes a claw attack that does 1d6, the creature’s bonus action attack deals 1d4.) Prerequisite: Topple feature; Bite or Claw
Take Down (3 points): Whenever the beast hits a creature with a melee weapon attack the creature must succeed on a DC: (10+Beast’s Strength modifier+Ranger’s proficiency bonus) Strength saving throw or be knocked Prone. Prerequisite: No Flying or Swimming speed; Bite
Creation Process:
The main way I wanted to create the point values of the different features is I compared the statblocks of 5 of the best medium-sized CR 1/4 creatures: Panther, Wolf, Boar, Dimetrodon, and Pteranodon. I compared the quantity and quality of the abilities and assigned a point value to each (whilst ignoring hitpoints). This is so that the relative power level of the beastmaster won't be increased substantially, while still allowing for greater versatility.
Left out burrowing speed, poison, and multi-attack
Left out Multiattack because it's unavailable until 11th level beastmaster and once you reach level 11 it essentially overrides it (Also I didn't outright say it, but multiattack could essentially be splitting a d10 damage die into a d6 and a d4). Burrowing Speed was an oversight and I'll try to balance something around it soon (most burrowing speed creatures have multiattack though, which I've balanced everything so far around CR 1/4 non-multiattack medium beast creatures if you have one as a suggestion it would be appreciated). Poison was intentionally left out, moreso because I wanted some advice on the cost to damage ratio and also it was left out because as the system currently stands it functions for most creatures very well, but for creatures with poison on attacking the system falls apart (especially the Flying Snake). I'm also trying to think of a new system for swimming, climbing, and burrowing speed based on ratios to the regular walking speed for cost. Thx for the feedback