Base Class: Barbarian
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.
Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of half your level (rounded up) or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls and skill checks it makes with its proficiency bonus, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. Whenever you rage your beast companion gains the benefits of your rage and your companion gains unarmored defense on top of its base ac.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
Whenever you gain an ASI your beast may increase one of its ability scores by two or two of its ability scores by one.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 8 hours bonding with a beast that isn’t hostile to you and that meets the requirements.
Bestial Spirit
At 3rd level, when you adopt this path, you choose a bestial spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your bestial spirit. For example, if you have a bear bestial spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your bestial animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle
While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Elk
While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
Tiger
While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
Wolf
While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Bestial Berserker
You have awakened a Bestial or Primal spirit allowing you to do an additional d6 of damage on the first attack you make that hits on a turn, this damage scales with your scale level and is the same type as the weapons damage. 1d8 at 9th level, 1d10 at 15th level, and 1d12 at 20th level
Bestial Aura
At 10th level your Bestial or Primal has reached its peak and has caused you to gain advantage on saving throws against the Frightened Condition and everyone within 30 feet of you gains this benefit aswell. You also have advantage on Wisdom Saves while in in Rage
Bestial Strength
At 14th level you have gained the strength of many beast allowing you to ignore the two-handed property on weapons treating them as one handed weapons.
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