Base Class: Druid
Druids of the Circle of the Beastmaster have a deep connection with the animal kingdom and have honed their abilities to form a strong bond with a specific animal companion. Through this bond, the druid and their companion work together in perfect harmony, complementing each other's strengths and weaknesses.
Beast Companion
At 2nd level you gain a beast companion that follows your commands and fights by your side. Choose a beast that is no larger than Medium and has a challenge rating of 1/4 or lower (see the Monster Manual for examples). The beast must also have the "Beast" creature type. Your companion uses your proficiency bonus rather than its own for attack rolls, saving throws, and skills it is proficient in.
Your companion has its own initiative. You can use your bonus action to give basic commands to your companion. On its subsequent turns, it will do its best to follow those commands. If it has no commands, it will protect you. Simple commands can include attack, guard (a location), protect (a person), wait, hide, scout, and flee.
As you gain levels in this subclass, your companion grows stronger and gains new abilities:
At 6th level, your companion's attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks. Additionally, your companion now understands more complicated and multi-step commands.
At 10th level, your companion grows in size. This growth increases its size by one category-, from Medium to Large for example, and it has advantage on Strength checks and Strength saving throws. Choose two stats to increase by 2.
At 14th level, it gains the ability to use your Wild Shape to transform into any beast you have seen before, using up your Wild Shape slots.
Improved Bond
At 3rd level, your bond with your companion grows stronger. And you can now speak to other animals as well. You can now communicate with your companion telepathically, and you can see through your companion's eyes and hear what it hears.
In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer
Master of the Hunt
At 6th level, you and your beast companion become adept at tracking and taking on your prey. You gain proficiency in the Survival skill if you don't already have it. Additionally, you and your companion have advantage on Wisdom (Survival) checks to track creatures, and you can use your action to give your companion advantage on its next attack roll against a creature you can see. Your Companion is also smarter, understanding more complicated and multi-step commands.
Your spells can also affect your animal companion. When you cast a spell with a range of touch, your animal companion can be the target of the spell. In addition, when you cast a spell with a range of self, you can also affect your animal companion with the spell if the companion is within 30 feet of you. Your companion's attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks
Evolutionary Potential
At 10th level, when you cast a spell with a range of touch, your animal companion can be the target of the spell. In addition, when you cast a spell with a range of self, you can also affect your animal companion with the spell if the companion is within 30 feet of you.
Additionally. choose one of the following.
Growth Spurt
Your companion grows in size. This growth increases its size by one category-- from Medium to Large, for example, and it has advantage on Strength checks and Strength saving throws. Choose two stats to increase by 2. Your spells can also affect your animal companion.
Specialized Form
Your companion gains a special ability based on its type. In terms of immunities and vulnerabilities, consider your companion that type. Choose one of the following:
- Dragon: Your companion's attacks score a critical hit on a roll of 19 or 20. Your companion becomes partially covered by scales. It may grow to look more reptilian.
- Fey: Your companion gains the ability to cast one druid cantrip of your choice. It uses your spellcasting ability for this cantrip. Your companion grows more lean and elegant, its fur growing sleeker or vine-like markings covering it.
- Elemental: Your companion gains resistance to one damage type of your choice (acid, cold, fire, lightning, poison, or thunder). Additionally, its attacks can adopt the damage type you chose. Your companion radiates small amounts of elemental energy that cloaks its natural weapons when it attacks.
- Monstrosity: Your companion gains the ability to make one additional attack when it takes the Attack action on its turn. Your companion grows mutated, claws and teeth enlargening, limbs duplicating, or growing spikes or plates.
Wild Shape
Your animal companion gains the ability to use your Wild Shape to transform into any beast you have seen before. Use the same rules under the Druid class features, but your companion can only change into beasts its size or smaller. You use your Wild Shape slots.
Beast's Fury
When your companion hits a creature with an attack, you can use your reaction to grant your companion an extra attack against the same creature. Additionally, your companion's attacks deal an extra 1d6 damage of the same type as the attack's damage (choose from acid, cold, fire, lightning, poison, or thunder). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses of it when you finish a long rest.
-
View User Profile
-
Send Message
Posted Feb 26, 2023Please let me know how this looks. I'm not too good with balancing.