Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes (Already added to Saving Throw and Survival calculations).
Hunter's Talisman. The beast rolls Survival checks to track a creature with Advantage.
Maul. Melee Weapon Attack: 1d20+10 , reach 5 ft., one target. Hit: 1d8+7 slashing damage.
Eldritch Maul. As a bonus action, Beast's companion can empower the tattoo for 1 minute. For the duration, each of the Beasts' melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from it, as inky tendrils launch toward the target. In addition, the Beast's melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
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Description
This Beast of the Land has been augmented by the following items: Bracers of Defense, Eldritch Claw Tattoo, Hunter's Talisman
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Languages: Understands the languages its companion speaks
Magical Strikes. With the Eldritch Claw empowering the Beast, its melee strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and it gains a bonus (already added) to attack and damage rolls with melee attacks.
Maker's Note: Proficiency Bonus of 4 for Level 9 Ranger has been added to AC, Maul Damage, all Saving Throws (using CR 9), and Survival.
Lair and Lair Actions
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Previous Versions
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