Base Class: Ranger
Beast Master Hunter, for Rangers looking for a best friend to travel and help them along the journey. This is a revised version to truly feel like an impact between a hunter and their companion. Hopefully you find this more fun and impactful then the current version in the game.
Ranger’s Companion
At 3rd level, you magically summon a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast from the list bellow and 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. You can use abilities and attacks from the beast's stat block, any DC the creature has shares your same spellcasting DC. Creatures that have the multi-attack ability lose it until you unlock the Bonded Fury trait in this subclass. Its starting hit point maximum equals the creatures current hit points in its stat block, whenever you level in the ranger class after the 3rd level add 5 hit points to its total. Your beast shares the same hit dice and the same amount of hit dice as you. The Beast selected is medium size regardless of what the stat-block says.
The beast obeys your commands as best as it can. It takes its turn immediately after yours. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. if the beast can not follow the action command it was previously given or it wasn't given a new one, the beast takes the Dodge 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.
If you have one While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
you can dismiss you beast no action required by you.
if your beast dies or you dismissed it you can use your action and a level 1 spell slot to summon the beast you chose when you finished your last long rest.
When you finish a long rest you can choose to summon a new Companion from the list of creatures below.
Ape, Black Bear, Boar, Constrictor Snake, Crocodile, Dolphin, Elk, Giant Badger, Giant Bat, Giant Crab, Giant Frog, Giant Lizard (Variant), Giant Owl, Giant Poisonous Snake, Giant Wasp, Giant Wolf Spider, Panther, Pteranodon, Reef Shark, Velociraptor, Wolf.
Exceptional Spell Training
Beginning at 7th level, You and your beast are now magically connected you can now cast spells form your beast as if you were in its place. You can do this a number of times equal to your proficiency bonus.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonded 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.
When you cast a spell targeting yourself, you can also affect your beast with the spell if the beast is within 30 feet of you.
Shared Pain
Beginning at 15th level, you and your beasts magical bond grows stronger when you or beast take damage you can use your reaction (your beasts reaction can not be used for this) to split the damage between you and your beast as well as when you are target by a healing spell by another creature you can also split the healing between you and your beast.
Bonded fury also no longer has a range when it comes to sharing spells you target yourself with.
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