Class is back in session. This week, we are greeted by an animal companion who loyally stands at our side. A Beast Master is a ranger who is bonded to a beast from the lands they wander. Some fight alongside a loyal wolf, others with a flying snake, a giant poisonous snake, or even a pteranodon from the primeval jungles of Chult. A ranger who chooses to become a Beast Master walks a challenging path, but with careful consideration of your animal companion, you can become a powerful warrior.
We’ve completed our first full rotation of the twelve classes, and exhausted all the content that the Basic Rules have to offer—as far as classes go, that is. This next wave of the Class 101 series will appraise every subclass within the Player’s Handbook and break down each subclass’s strengths, weaknesses, thematic elements, and everything else a player would want to know before playing that subclass. Because of this, you will need to own the Player’s Handbook (or purchase the subclass a la carte on the Marketplace) in order to make full use of this series.
Check out other articles in the Ranger 101 series, like our broad overview in Ranger 101: A Beginner’s Guide to Exploring the Wilderness, and Ranger 101: Hunter. If you’re interested in playing other classes, check out the entire Class 101 series.
Story of the Beast Master
“Vine, fangs!” barked the ranger. He was locked in combat with a trio of snarling hobgoblins—well-armed scouts from the forward camp of an invasion force that was slowly pushing into jungle. He was flanked, with one hobgoblin’s spear tip mere inches from his back, goading him straight into the sharp, hungry blades of the two others. For a brief moment, he looked over his shoulder as he barked a command, and then leapt forward, drawing his scimitars in a single motion, like a hawk unfurling its wings.
Suddenly, the hobgoblin at the ranger’s back gargled and fell limp, hitting the hard roots of the forest floor with a jangle of chain mail. The ranger, free to focus on the two foes before him, fought expertly. He put pressure on one warrior with the blade in his right hand, while deftly parrying blows from the other with the sword in his left. Sweat poured from the defending hobgoblin’s brow, and she looked to her squadmate in panic. The ranger noticed this subtle motion, and barked another command.
“Vine, bind!”
Before the attacking hobgoblin could react, a venomous python lunged at the hobgoblin warrior, coiling around his neck in an instant. He fell to the ground as the air was squeezed from his throat. The ranger glanced back just long enough to give a faint smile to his loyal companion, and then renewed his assault on the now-solitary hobgoblin. The advantage of numbers lost, the hobgoblin took a halting step backward, and then dropped her sword and shield and fled towards the forest’s edge. The ranger spit in her footprints, and turned back to the creature whose neck was constricted by his venomous companion.
“Vine, let him breathe.” The ranger lowered himself on one knee and grabbed the hobgoblin’s long, greasy hair, and pulled so that his neck was raised. He pressed the blunt curve of one of his scimitars against his captive’s neck as he returned to consciousness. “Now, let’s talk.”
Beast Master Features
The ranger gains four subclass features starting at 3rd, 7th, 11th, and 15th level. You can read all of the Beast Master features in the Player’s Handbook. In summary, your subclass features allow you to:
- Gain the aid of a beast companion, allowing you to command it to take action both in and out of battle, and grant it bonuses based on your proficiency bonus.
- Command your beast to take non-attack actions as a bonus action.
- Command your beast to attack more than once when it takes the Attack action.
- Allow the spells you cast on yourself to also affect your beast companion.
Benefits of the Beast Master Archetype
In the first article written for D&D Beyond, I spoke with then-D&D freelancer and now-D&D designer Dan Dillon about the Beast Master, its benefits, its shortcomings, and the many ways the Beast Master can be misunderstood. Discussing the benefits and drawbacks of the Beast Master archetype is complex, as its strengths and weaknesses are often intertwined. Nevertheless, they’re presented here in as clear and simple a manner as possible.
Playing a Beast Master ranger grants you the most powerful animal companion in the game, even when compared to the familiar of a Pact of the Chain warlock, or a Battle Smith artificer—though to do so, you’ll need to choose wisely. As discussed in more detail below, there are many great options for animal companions, but countless more beasts that will hinder you in combat as much as they help.
A Beast Master’s animal companion grows in offensive and defensive power as you level up. Though you must spend your action to command it to attack at first, you eventually gain the ability to trade one of your attacks (with Extra Attack) to command your beast to attack. Later still, your beast can attack multiple times when you command it to attack, allowing you to trade one of your attacks for several of your companion’s. A beast with a single powerful attack, such as a giant poisonous snake or a monster with an attack that requires a creature to be grappled, like a giant frog, is very well served by this additional attack.
Beyond this, some beasts have a mobility advantage that makes it easy for rangers to Help their allies from afar, making the Beast Master a versatile offensive and supportive character. If you have a flying snake companion, you can use your action to command it to fly up to 60 feet to an enemy, use the Help action, and then fly away, using the Flyby trait to escape without provoking opportunity attacks. Your party rogue, if you have one, can make serious use of this advantage to gain Sneak Attack against that foe.
Drawbacks of the Beast Master Archetype
Though it’s true that many of the benefits of the Beast Master archetype are often forgotten, it can’t be denied that this subclass has problems. Some of these problems are legitimate mechanical deficiencies, such as the Beast Master’s lack of bonus spells (a drawback it shares with the Hunter archetype)—some are problems of balanced options that don’t feel fun, like having to find a new beast companion if your current one dies—and some are both, like having to sacrifice your own action at early levels to command your beast to attack.
The most egregious challenge that new Beast Master players face is the endless sea of animal companions to choose from, ranging from CR 0 to CR 1/4. This not only requires the player to dig through an ostensibly DM-only resource, the Monster Manual (or the D&D Beyond monster database), but also to have the in-depth game knowledge required to choose a helpful beast. Some options, like the hawk may seem iconic, but ultimately provide little help, since they can’t contribute much in combat, and are unable to communicate with their ranger, making them poor scouts. Many of the most powerful options, like the giant poisonous snake and giant frog are odd and distinctly un-iconic choices, making new players unlikely to choose them right out of the gate.
The issue of the Beast Master’s drawbacks have been discussed to death on countless social media posts and optimization forums, and don’t need to be discussed any further here. Likewise, innumerable fixes to the subclass exist, such as allowing your animal companion to continue performing an action (like Help or Attack) on subsequent turns until you command it to perform a different action, or allowing you to command your animal companion to attack as a bonus action instead of as an action or sacrificing an attack.
Side Note: Unearthed Arcana
A few weeks ago, the most recent Unearthed Arcana presented several options that mitigate some of the Beast Master’s most egregious flaws. Namely, the new Ranger Companion Options eliminates the risk of falling into one of the many of the “trap options” of low-CR animal companions, and allows you to resurrect your animal companion if it dies during your adventures. Though these are playtest options, they’re worth looking at. If you like what you see, consider asking your Dungeon Master if you can use them in your game.
Suggested Build
If you’re building a Beast Master ranger from 1st level, be aware that you won’t gain your subclass until 3rd level. When creating your character, you should choose a race that gives you a bonus to Dexterity, Constitution, or Wisdom—ideally at least two of the three. You can play a ranger that focuses on Strength instead of Dexterity, and uses large melee weapons instead of dual-wielding light weapons or shooting a bow, but it’s definitely nontraditional. For this reason, playing a wood elf or a stout halfling are your best bets; both give a large bonus to Dexterity and a small bonus to Constitution or Wisdom, and give some useful traits, as well.
Though playing a forest gnome grants you a +2 to Intelligence, a decidedly less important ability score, gaining the ability to speak with Small beasts can be useful if you have a Small animal companion. On the other hand, if you play a Small race (like gnome or halfling), and choose a Medium animal companion, you can ride it as a mount! Riding on a giant wolf spider or flying on the back of a pteranodon is just awesome.
As usual, your character’s background is up to you. Some rangers were born in civilization and felt the call of the wild from an early age, while others have lived in the wilderness their entire lives. As such, Outlander or Hermit would be a fairly standard starting background for a ranger, while choosing soldier, acolyte, or sailor could be an interesting way to “play against type.”
Select EQUIPMENT when creating a character. Choose scale mail if you’re playing an unusual ranger with low Dexterity; otherwise, choose leather armor. Also, unless you have a specific reason to want a simple melee weapon, choosing two shortswords is a good route to go. As a Beast Master, you will often find yourself sacrificing your action to allow your beast to attack. As such, your choice of weapon doesn’t matter greatly—until 5th level, when you gain Extra Attack and the ability to trade just one of your own attacks to let your beast companion attack. Then, fighting with two weapons becomes very attractive, as it lets you make one attack with your Attack action, then make a second with the bonus action granted by dual wielding.
At 1st level, figure out which you enjoy more: fighting in melee with a shortsword in each hand, or fighting from afar with your longbow. Once you know your preference…
Fighting Style
Your first major build decision comes at 2nd level, when you have the option to choose your Fighting Style. Rangers have several options, but the best two options for you are either Archery or Two-Weapon Fighting. Archery gives you a serious accuracy bonus when fighting with ranged weapons (not just bows!) and Two-Weapon Fighting grants you a small damage bonus while dual wielding. Archery is probably the better style in a vacuum, but your character concept should supersede what is mechanically “optimal.”
Defense is a perfectly reasonable fighting style if you have mediocre defenses, but generally speaking, investing in offense is better for rangers. Only consider the Dueling fighting style if you’re playing an unusual Strength-focused ranger with a one-handed melee weapon and a shield.
Spells
Your second major decision comes at 2nd level, too! You first gain the ability to cast spells at this level, drawing from their own unique spell list. While your spell selection is more limited and you gain access to more powerful spells more slowly than “full caster” classes, you balance it out with your robust combat arsenal. Take this time before you gain your subclass at 3rd level to feel out what your role in the party is. That way, when you do gain your subclass, you’ll know what spells your party needs you to have access to on a regular basis.
When you reach 2nd level, you learn two 1st-level spells from the ranger spell list. Unlike some other spellcasting classes, once a ranger learns a spell, they know that spell forever. You can "trade out" one known spell for another spell on your spell list when you gain a level, but that's it. From here on out, you learn one new ranger spell at 3rd level, and at every odd-numbered level thereafter. You also gain access to a new spell level at 5th level, and every four levels thereafter. This is where retraining spells becomes important; if you know low-level spells that just aren’t useful to you anymore, you can swap them out for higher-level spells one-by-one to adapt to rising challenges.
As an offense-focused subclass, you’ll want to start by picking two spells labeled OFFENSE at 1st level. From there, you can be the judge of what spells you need to best support yourself and your party. Picking up a few spells labeled DEFENSE or SUPPORT over time couldn’t hurt, but you’ll want to make sure that your offense is always top-notch. As mentioned above, a large number of ranger spells require concentration, and you can’t have more than one concentration spell active at a time, so be careful.
Note that this list only includes some spells from the Player's Handbook, so if you want to choose more unusual spells, or have other sources like Xanathar's Guide to Everything, you'll have to do a little self-directed research. This list is just here to get you started if this is your first time playing a Beast Master ranger.
- Beast bond (OFFENSE/SOCIAL)
- Cure wounds (SUPPORT)
- Ensnaring strike (OFFENSE/DEFENSE)
- Hail of thorns (OFFENSE)
- Hunter’s mark (OFFENSE/EXPLORATION)
- Speak with animals (SOCIAL)
This list of spells is geared towards helping you select spells, while giving you freedom to pick your own spells and stand out from the pack. Nevertheless, there’s one spell that no Beast Master should be without: beast bond. Though this spell takes an action to cast, it’s such a serious buff to you and your beast companion that you should learn it the instant you rise to 3rd level. As long as you maintain your concentration, you can communicate telepathically with your animal companion while within line of sight, and the beast has advantage on attack rolls against any creature within 5 feet of you.
Of course, this spell is much less powerful if your animal companion has Pack Tactics, such as a wolf.
Animal Companion
Once you reach 3rd level and choose this subclass, you gain the Ranger’s Companion feature, allowing you to choose your animal companion. If you want your animal companion to aid you in combat, you should choose a beast with a challenge rating of 1/4 (the highest you’re allowed to choose). Here is a list of all Small or Medium CR 1/4 beasts in the Monster Manual. Of these beasts, you’ll want to pick ones with powerful attacks, or with other powerful offensive benefits. Some include:
- Giant frog. The frog’s Swallow attack lets it eat Small enemies, temporarily taking them out of the fight! This is great against packs of enemies like goblins or kobolds, but it loses steam as enemies become larger.
- Giant wolf spider. For a stealthier ranger, this creepy companion has a quick climbing speed, and a powerful poisonous bite. Gnomes and halflings can ride this guy up walls!
- Panther. This jungle cat’s Pounce trait can turn it into a damage machine, as long as it has room to move.
- Pteranodon. This prehistoric beast is notable for its Flyby trait, which allows it to avoid opportunity attacks, and its size—making it flying mount for Small rangers like halflings and gnomes!
- Wolf. A classic ranger companion, the wolf is one of the most powerful “iconic” beast to have by your side. Its Pack Tactics and Keen Senses make it useful in both combat and exploration.
Feats
At 4th level, you get to gain either an Ability Score Increase or a feat. Choosing an Ability Score Increase lets you increase one ability score by +2 (such as increasing your Wisdom score from 14 to 16) or increase two ability scores by +1 (like increasing your Dexterity from 15 to 16 and your Wisdom score from 13 to 14). Increasing your ability scores makes you better at a wide variety of things; for instance, increasing your Wisdom score makes it harder for enemies to resist your spells, and also makes you better at making Wisdom checks and saving throws.
Feats, on the other hand, give you a special ability that could be more helpful in a specific circumstance, as opposed to the broad improvement that an Ability Score Increase could give you. Dexterity, Constitution, and Wisdom are likely your most important ability scores, since they govern your offensive, defensive, and spellcasting abilities. Since you have several ability scores to pour Ability Score Increases into, you may only want to only choose a feat if it seriously speaks to you. You can choose any feat you want to support your character concept, but there are some feats that may be more useful to your character than others. These feats include:
Crossbow Expert. Forget longbows, what you want is a crossbow—if you’re using this feat, at least. Ignoring loading restrictions and ignoring disadvantage on ranged attacks while in melee is incredibly powerful. Once you reach 5th level, have your beast attack, make one attack with a shortsword, and use your bonus action to shoot your hand crossbow. Pretty sweet.
Dual Wielder. This feat ups both your offense and your defense while wielding a weapon in both hands. A fine feat to take, especially if your Dexterity score is already maxed out at 20.
Mounted Combatant. If you’re a Small-size character riding a Medium-size beast, this feat has interesting potential, as it lets you protect your companion from harm while you’re riding it. You probably won’t gain advantage on attacks since your mount is only Medium-size, but it could still happen every now and then.
Sharpshooter. If you’re a ranger with a longbow and the Archery Fighting Style, this feat can turn you into a mobile laser cannon, tearing enemies to shreds with arrows that regularly deal 20 damage in a single hit. Ignoring cover is a potent benefit, in addition to the damage. If you command your animal companion to Help you from range as a bonus action, this feat can just become unfair.
If you want more advice for building a ranger, check out Ranger 101. Have you ever played a Beast Master? What advice would you give to players that want to play this subclass?
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Tal'Dorei Campaign Setting, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
This is a house rule we use at the tables I play at. It works very well and does indeed actually make the subclass functional, where without it, it isn't. We allow a similar table to 3.5 era rangers for selecting or changing companions. Rangers were a solid OK in 3.5, where they're a solid tree out of ten in 5e. Animal companion should be a ranger class feature for all subclasses, imo
Actually, when specific actions are called out, those are the only actions that can be taken with the specific ability. That's why Cunning Action can't be used to Ready an action. So if your Command Beast says "can command your beast to Attack" that's all you can do with it. Is it reasonable to say "ready to bite the guy when I do?" No, not really (in 5e) because you're dealing with low int creatures. That's why 3.5 had Tricks, because it's very reasonable to teach your companion not to just go ape-nuts on the baddie right away (in fact, loads of real world obedience training revolves around this idea).
You cannot use an ability for anything other than what's listed, which is why MOST barbarians can only rage on their turn.
Abilities work in order of specificity from most general to most specific, so a Subclass (specific) which modifies a Base Class (general) ability takes the lead. All rogues get cunning action (general) only thieves get Fast Hands (which specifically modifies cunning action)
Otherwise you have All Rangers saying "well, the gloom stalker adds damage on the first attack, and the beast master gets a companion, and the hunter deals extra damage to things that are hurt, therefore the horizon Walker gets all those things too."
You are correct that Cunning Action only allows the bonus action for Dash, Disengage and Hide. But it doesn’t mean that rogues can’t use their bonus action for two weapon fighting and it doesn’t mean that the rogue can no longer use an action to Dash, Disengage and Hide.
The Ready action is something all creatures can do. A wolf can take the Ready action to attack a creature that comes into its reach if the DM so chooses. A ranger bonding with a wolf does not throw out all the general rules of chapter 9. It does change them but only in the way described in the Beast Master archetype.
Regarding specific vs general rules, consider sleeping. There are general rules regarding sleep in chapter 8. The Elven Race description has Trance that changes the rules for Elves. The Human Race description doesn’t say anything about sleep, so humans follow the general rules. The absence of anything about sleep under Humans doesn’t mean they don’t have to sleep.
Two weapons fighting and cunning action are two entirely separate abilities, each of which is fueled by bonus actions thus cannot be used on the same turn.
Ready action is using your action to delay its use. You cannot use your bonus action to ready an action, and you cannot use your action to command your beast to hold its action, bc ready action is not listed in the things command beast allows you to do. You could hold your action to command your beast to attack, but you can not command your beast (which iirc becomes a bonus action when you take the attack action) and still attack on the same turn.
Your dm may allow it, but it is explicitly not allowed
On the note of sleep, you're correct. All races without a modification to sleep (such as elves and warforged) follow the basic sleep rules. You cannot, however, decide that your character is an insomniac and so doesn't need sleep to get a full rest (which is closer to what you're suggesting by cherry picking text to decide what you can and cannot do with command beast)
you could use your action to command your beast to hold its action. That used your actin AND your beast's. That's fine. You cannot (in one turn) hold your action and command your beast to hold ITS action, because command beast and hold action both use your action.
Is it reasonable outside of initiative to do that? Absolutely. But DURING combat, it doesn't work because of how action economy is written to function.
I never said the ranger was using their bonus action for anything and especially not to command the beast to take the Ready action.
I am arguing that the ranger can command the beast to take the Ready action without using their own action at all. The beast uses its action and reaction to make an attack (note I’m not saying Attack action) while the ranger hasn’t used their action and can therefore use their action any way they want.
i understand that you view the phrase “You can...” to also mean “and you can’t do anything else”. I just think that is adding meaning that isn’t written. Unlike the rogue feature Cunning Action that you cited which explicitly says “This action can only be used for the Dash, Disengage or Hide action.”, the Beast Master archetype never says “these are the only things that the ranger can command”.
I see the key sentence of the Beast Master archetype as being “The beast obeys your commands as best it can.” Most people probably view this as meaning the DM can not tell the player that the beast refuses to do what the ranger commands it to do. I see this as also meaning that if the beast can do something and the ranger commands it, the beast will do it. A NPC beast can take the Ready action so a ranger should be able to command the animal companion to take the Ready action.
A lot of players and DMs have complaints about the Beast Master. Some DMs make changes that are obviously not RAW in order to “fix” it. All I am proposing is that player and DMs take a different perspective on the rules as written. I’m not changing any wording at all, but I feel that reading the Beast Master this way solves many of the complaints that people make about the subclass.
Is there an option in any of the updated releases to increase the available challenge rating as you level ypur beast master ranger class? If so can someone point me that direction to find out more info on the setup?
That could seriously increase the viability of the beastmaster subclass if at say (insert higher level here) you gain an increase to the beast challenge rating you can look at. Even just an single increase to 1/2 CR opens up the black bear as a medium animal that has a dual attack skill and decent AC plus a climb ability.
how do you actually add the beast?
Theres not an official option to increase any of the beasts stats outside of the initial skill rating, but in play the biggest ngest limitation is having to use your extra attack to make the beast attack. CR1 would go a long way to buffing the subclass.
Also, I suggest looking at 3.5's druid animal companion ability if you're comfortable adapting that to 5e ranger use (because 3.5 has ranger key off effective druid level rather than bothering to reprint the text recontextualized for ranger)
The 3 biggest things holding 5e Beastmaster back are animal companion AC, HP, and number of attacks. Really the animal companion doesn't scale for garbage
You can use your action to verbally command it (your beast companion) to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action.
Ready Action isn't listed, so it isn't a command you can give your beast companion. A DM can choose to change or disregard any rule they like, but RAW you can't command a beast companion to take the Ready Action or any other action not on the list.
Or you can read it as Ready isn’t listed so it doesn’t require the ranger’s action to command.
The archetype description never says you can’t command anything else and the RAW way of interpreting it is “it means what it says, no more no less”. I see your way of interpreting it as adding the meaning “and you can’t command anything else”. It doesn’t say that, so it cannot mean that.
It says “The beast obeys your commands as best it can.” I see this as meaning if the beast can do it and the ranger commands it, the beast will do it.
The beast can do a lot of things before it is bonded by the ranger. It can take the Ready action if the DM controlling it thinks it would do that. For example, a DM could have a wolf that has been chained to a wall Ready an attack for the first creature that enters its reach. Since the beast can do that before it is bonded, it should be able to do that after it is bonded as long as the ranger commands it.
"When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure." 5e SRD
As I said before, Ready Action isn't on the list of commands, therefore it is the DM's decision.
Also, the Ready Action is just that, an Action. If it costs the Ranger her action to command her beast to take an action on the list of commands it stands to reason that actions not on the list would also require the ranger's action. Again it is the GM's decision.
“You can communicate however you are able, through brief utterances and gestures, as you take your turn” PHB p.190
It doesn’t require an action.
Not only does Ready Action require an action, it also requires a reaction to "release".
You communicate all of your commands to the beast companion, and all of them require an action. It costs your action for the beast companion to take any action other than Dodge, as stated in the rule I quoted earlier.
Finally, as I have said multiple times now, anything not specifically stated in the rules is the up to the DM to decide.
The beast uses its action to take the Ready action and its reaction when it is triggered. The ranger doesn’t have to use their action to command the Ready action because it is not listed as one of the actions that requires the ranger’s action to command.
Consider Summon spells wording. They describe how the spell caster directs the summoned creatures but they don’t go into detail about every possible action the creature can take. The spell description doesn’t have to explain this because the rules for how creatures can act in combat are explained in another part of the PHB and in the MM.
If you can, look at how the Beast Master description was worded in the first printing and how it has evolved with the various errata. In the first printing, the two ranger archetype descriptions took up exactly one page and Hunter took up more than half of it. The Beast Master description was edited to fit on that page. Anything that was not necessary was edited out. The errata have added little to my way of interpreting the Beast Master. The major change is that now the beast can Dodge without using their reaction so they can still use their reaction to make OAs.
If you like that the beast loses the ability to do many things after it is bonded but then can do them again when the ranger is unconscious, then keep interpreting it your way.
In 5e D&D the rule is Specific beats General. The General rule states that a player can make an Animal Handeling (Wisdom) check to attempt to command/control an animal. The specific rule regarding the Beast Master and their companion gives the Beast Master a list of commands they can give their Beast Companion as an action without making an Animal Handeling check. Only the actions on the list are exceptions to the rule, not any possible actions a beast can take (or could take on their own).
I'm going to try and explain this to you again. Here is a direct quote from the rules:
"When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure." - 5e SRD
It's up to the DM if it isn't detailed in the rules.
That is the most basic rule in D&D. It's up to the DM.
The whole point of requiring the Beastmaster to use their Action is to make sure that the class is balanced. If the ranger gets to take their action, and can tell their Beast to take the ready action as a free action (which is what you are suggesting) then there would be nothing to stop the Ranger from exploiting this loophole every turn.
"I command my beast to take the Ready Action and to attack an enemy when I attack. I use my Action to attack the enemy. My beast now also attacks."
This is not how the Beast Master rule is intended. You are ignoring both RAW and RAI. In fact, I would go so far as to say you know this is an exploitation of both RAW and RAI.
You are a rules lawyer. If that is ok with your DM than good for you. If you are a DM and you run your game this way good for you. Have fun Go nuts. Give the players Legendary items at level one. Throw the dice in the trash and make everything the players do an automatic success. Make all of their hits automatic critical hits. Give all the enemies one hit point. Whatever you want, it is your game and it isn't my place to tell you how to play it.
That being said, it's not your place to tell people that there are things in the rules that simply aren't there. The rules are clear in these situation, which I have said multiple times already; if it isn't specifically spelled out in the rules it is the DM's decision. Period, end of story.
"When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure." 5e SRD
You don't have to follow the rules if you don't want to, but you don't have the right to misrepresent your home rules as RAW.
If you think I’m a player trying to game the system, you are wrong. I’m a DM who knows players that want to play a beast master ranger but are discouraged by all the negative posts about the ranger. I want my players to enjoy the game and I’m trying to give other DMs like me a way to look at the beast master that gives the player a beast master that can do the things they expect it should be able to do.
Action economy - When the ranger uses an action to command the Attack action, the beast uses its action to make an attack or attacks. When the ranger commands the Ready action (without using their action), the beast uses its action and reaction to make an attack. It can never make more than one attack. The beast has used its reaction so it won’t be able to make opportunity attacks.
Is this powerful? Yes, but the beast is still rather fragile so the ranger isn’t going to want to do this all the time. If they do, their beast will die sooner or later.
Why don’t I just call it my house rule? Because I don’t think it is. I am not changing a single word of the beast master. I’m looking at it in a way that is maybe coloring outside the lines but that is how I see the PHB as being written. They would have ended up with a much thicker, more expensive PHB if they tried to explained everything about everything.
Why do you insist I’m wrong? Why do you insist the orthodox way of reading the beast master is the only way to read the beast master? I have a way to make the beast master do just about everything a player could want and that a DM should be considering reasonable. It solves most of the problems I have read about the beast master without changing a single word. Is that the problem? I’ve eliminated the need for WotC to rewrite it? I’ve been accused of that too.
If you are a DM, I hope you at least take the time to think about my interpretation. If you are a player, I hope your DM will consider it.
I've been a DM for over 30 years.
When a player asked to do something that isn't specifically stated in the rules I make a decision based on what they would like to do AND how it will effect the other players at the table.
I not "insisting that you are wrong", I am simply pointing out the RAW. I didn't write the rules.
There is only one way to read the rules, but as I said before, the rules say you don't have to follow them if you don't want to. That is the essence of D&D. It's up to the DM to decide what is best for their (and their players) game.
The problem I have with your argument is that it has no basis in the RAW, but you claim that it does. It doesn't NEED to be RAW or RAI if it's what YOU think is best for YOUR game and YOUR players.
At the very beginning of this thread, in a post you probably didn't read, I described how I handle the 5e Beast Master in my games. I treat the beast companion as a Sidekick (based on the UA Sidekick rules).
https://dnd.wizards.com/articles/unearthed-arcana/sidekicks
"If you’ve ever wanted an animal, a town guard, or another creature to join you on your adventures, this month’s Unearthed Arcana is for you. It gives you a straightforward way to turn a creature into your sidekick and have that companion level up with you."
"A warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat."
This gives the player many more options, including the option of allowing the beast companion to act completely independently. The Beast Master doesn't have to use their action to command their beast companion because I assume the beast companion has been trained well enough to act independently during combat.
Many people would say that my option is too over powered, giving the Beast Master an unfair advantage compared to the other players. I can see their point, but when I consider the disadvantages of traveling with a beast companion (many beasts have limited mobility and can't climb ladders or ropes as an example) I think it works out in the end.
That is my house rule for the Beast Master. There are two differences between my house rule and yours.
1 My house rule is much farther reaching, giving the beast more abilities than the RAW. It also gives the beast the ability to advance in level, gaining hit dice and class features along the way, which isn't RAW either.
2 You try to justify your house rule by claiming that it is RAW. This isn't a good idea for many reasons, but mostly because your players could be very disappointed when another DM tells them that they can't do "whatever" because it isn't RAW. ( the best example of this is when a DM House Rules potions, allowing people to take a potion as a bonus action. When those players play with a different DM who won't let them drink a potion as a bonus action after they've already used their action, and that player goes down the next round, the player will probably hold that against you for not telling them that drinking a potion as a bonus action was a house rule and not RAW)
TL;DR I don't have a problem with your house rules, play the game however you want. The issue I have is that you have come on to a public forum and presented one of your house rules as RAW. This is bad for the community as a whole.
Feel free to share your house rules with the community, I do it myself (like I just did). But please be sure NOT to present your house rules as RAW. This only causes problems for the players, which creates problems for the community as a whole.
The Rules As Written are just that, the rules as they appear in the books, nothing more and nothing less. You can change them to suit your game, but the players should be aware of those changes.
wait. your more then 30 years old? (sorry)
Since I’m not changing any words, how is my interpretation not Read as Worded. The guideline for interpreting the rules is that “they mean what they say, no more and no less”.
The accepted interpretation of the beast master is that you can only command the things that are listed but it doesn’t say that. It never says “and you can’t command anything else”.
You have a problem with allowing things that are not specifically stated but there are lots of things that are not specific stated. The Conjure spells state “They obey any verbal commands that you issue to them”. The Conjure Celestial spell adds a condition to that “as long as they don’t violate its alignment”. I see the sentence “They beast obeys your commands as best it can” as meaning any commands. Certain commands require the ranger’s action to command but if a command isn’t listed there it doesn’t require the ranger’s action.
It never says those are the only commands the ranger can issue. It never says that there are any commands the ranger can not issue. I’m not adding any words or any meaning that is not there.
I’ve been trying to encourage DMs to look at this a different way but maybe I’ve been to nice about it.
The way everyone has been reading the beast master is wrong. You are adding meaning that is not there. “The beast obeys your commands as best it can” is the equivalent of the Conjure spells “They obey any verbal commands that you issue them”.
If you want to debate that, you need something more than “well everybody reads it as the ranger can only command the things that are listed”. That interpretation is flawed because it adds the meaning “and you can’t command anything else”. If WotC wants to errata that in to the beast master, then I will agree with your interpretation.