Special Equipment. The beast master wears +2 half plate, boots of striding and springing and bracers of archery. They wield a scimitar of speed and a longbow, +2.
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.
Empowered Bond. When the beast master casts a spell with a target of self, they can also target their bonded companion with the same spell if they are within 30 ft. of each other.
Fade Away(3/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(5/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.
Foe Slayer. Once on each of the beast master's turns, they can add a +5 bonus to either an attack or damage roll against a creature targeted by their hunter's mark spell.
Tireless(5/Day). As an action, the beast master gains 1d10 + 5 temporary hit points.
Feral Sense. As long as the beast master is conscious and can hear, they are aware of the location of any creature within 30 ft. that isn't hidden. They don't have disadvantage on attack rolls made against creatures they cannot see.
Ranger's Stride. Years of overcoming the dangers of the wilderness have gifted the beast master with the following benefits:
- They ignore nonmagical 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.
- They can take the Hide as a bonus action on their turn and they can't be tracked by nonmagical means unless they choose to leave a trail.
Primal Awareness. The beast master can cast the following spells using Wisdom as their spellcasting ability without requiring spell slots. Once cast this way, the spells can be cast normally using spell slots.
1/day each: detect magic, speak with animals, beast sense, locate animals or plants, speak with plants, locate creature, commune with nature
Spellcasting. The beast master is an 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The beast master has following ranger spells prepared:
Cantrips (at will): mold earth, produce flame
1st level (4 slots): absorb elements, fog cloud, longstrider
2nd level(2 slots): pass without trace, warding bond
3rd level (3 slots): nondetection, plant growth
4th level (2 slots): death ward, freedom of movement
5th level (2 slots): awaken, swift quiver
Multiattack. The beast master makes two attacks with their longbow or scimitar.
Scimitar of Speed. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage.
Longbow, +2. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 13 (1d8 + 9) piercing damage.
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