Special Equipment. The beast master wears boots of striding and springing and bracers of archery.
Bonded Companion. The beast master is bonded with a beast that obeys their commands and takes its turn on the beast master's initiative. On the beast master's turn, they can command the beast where to move (no action required) or take the Attack, Dash, Disengage, or Help action.
If they don't issue a command, the beast takes the Dodge action. The beast's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury. When the beast master commands their beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Fade Away(2/day). As a bonus action, the beast master magically becomes invisible, along with any equipment they are wearing or carrying, until the start of their next turn.
Favored Foe(4/day). As a bonus action, the beast master can cast the hunter's mark spell at the 1st level without requiring concentration or using a spell slot.
Tireless(4/Day). As an action, the beast master gains 1d10 + 4 temporary hit points.
Swift Stride. Years of overcoming the dangers of the wilderness have gifted the beast master with the following benefits:
- They ignore difficult terrain when they move and they can also pass through nonmagical plants without being slowed by them and without taking damage from them.
- They have advantage on saving throws against plants that are magically created or manipulated to impede movement.
- They do not provoke opportunity attacks from any creature they have attacked on their turn, whether the attack hit or not.
Primal Awareness. The beast master can cast the following spells using Wisdom as their spellcasting ability without requiring spell slots.
1/day each: detect magic, speak with animals, beast sense, locate animals or plants, speak with plants
Spellcasting. The beast master is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The bladesinger has following ranger spells prepared:
Cantrips (at will): mold earth, produce flame
1st level (4 slots): detect magic*, entangle, hail of thorns, hunter's mark, speak with animals*
2nd level(2 slots): beast sense*, lesser restoration, locate animals or plants*, pass without trace, warding bond
3rd level (3 slots): meld into stone, plant growth, speak with plants*
*granted by ranger features
Multiattack. The beast master makes two attacks with their longbow or scimitars.
Scimitars. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
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