Base Class: Ranger
The Beastbonded ranger is able to create an especially strong bond with their animal companion. This companion may have been born while the ranger was present, rescued by the ranger, rescued the ranger in turn, or raised the ranger as their own. Sharing a bond so deep that they can communicate nonverbally, ranger and companion fight against forces that threaten the world together.
It's beastmaster but not bad lol sorry i got lazy at the end i'll fix it later
Animal Companion's Bond
At 3rd level, you've created a powerful bond with a creature of the natural world. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Choose an animal with a challenge rating of one or lower. When you level up, your companion also increases its hit points by rolling its hit die, which is the same as yours, and adding its con modifier in the same way you do. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
Your companion takes its action directly before or after your turn. It gets a full turn just like a player does and the player controls the companion.
If your animal companion is ever slain, the magical bond you share allows you to carry its soul in your body for 24 hours. During this time you may conduct an 8 hour ritual with 200g of rare herbs to repair your companions body and return them to it. At 11th level, you can return an animal companion to life in this manner even if you do not possess any part of its body and carry its soul within you indefinitely.
You can communicate telepathically with your companion. This can be done up to 120ft away. Beyond that range you can only sense where your companion is located. Your companion can communicate back in a manner that you understand perfectly.
Your companion:
- Gains an ASI as the player does.
- Has all benefits provided to you by favored enemies and terrain.
- Uses your proficiency bonus.
- May learn additional abilities as you adventure together.
Bonded Minds
Your companion benefits from the effects of your spells. (i.e. hunters marked targets attacked by your companion also take hunters mark damage from them or if you cast barkskin on yourself your companion would also receive the AC bonus).
Bestial Fury
Starting at 11th level, when you command your 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.
Rampage as One
- Your companion becomes one with you in body and mind for one minute losing its turn in initiative as it lends it strength to you giving you various boons
- Gain temporary hit points equal to your companions maximum hit points.
- You can make one additional action during your turn. ( maybe similar to haste where you don't get to attack more than 1 extra time if you use attack action with this)
- Wip probably ends when temp hp is lost on top of 1 min limit?
- Hawk = flying speed for duration, adv on perception checks?
Comments