Base Class: Ranger
Beast Master Trainer is a reimagining of the Homebrew Beastmaster subclass created by coolkansans.
Beast Master Trainer now allows for you to select your Beast maneuvers on the character creation screen at levels 7, 11, and 15. It also will show the different abilities in your bonus actions/attacks including any damage or saving throws necessary.
You will now also be able to track your "Manuever Pool" on your character sheet. The points are set to recharge on a short or long rest.
Ranger’s Companion
At 3rd level you take on a beast companion that accompanies you on your adventures and is trained to fight alongside you. Your DM may set size and CR limits as they deem fit. The creature uses its ordinary stat block except for the following:
- Add your proficiency modifier to its attack rolls, and any saving throws and skills it is proficient in in place of its own.
- Its hit point maximum at this level is equal to its ordinary hit point number OR four times your ranger level, whichever is higher.
- The beast does not have Multiattack.
The beast obeys your commands as best it can with the skills it possesses. In combat the beast acts during your turn to follow any commands you give it. The beast may move up to its full movement for free as part of fulfilling a command. You may spend your action and the beast’s reaction to verbally command the beast to take the Attack, Dash, Disengage, Dodge or, if appropriate, Hide or Help action. Once your beast has begun following a command, it will continue to pursue that course of action until instructed otherwise. For example, if you have commanded your beast companion to attack a target, it will continue attacking that target each turn thereafter without the necessity of you using your action to command it. You will, however, need to command it to target a new enemy if the one it was targeting falls. After you have gained the Extra Attack feature you may split your weapon attacks between yourself and your beast companion when taking the Attack action on your turn.
If you are incapacitated or absent, the beast will ignore previous commands and attempt to find or protect you to the best of its ability.
If the beast has a reaction available, it will make attacks of opportunity as a creature normally would.
As you level, your companion will grow alongside you. In addition to rolling your own hit point increases when levelling, roll increases for your animal companion using the hit dice listed on the creature’s ordinary stat block. When you gain ability score improvements at 4th, 8th, 12th, 16th, and 19th levels, your animal companion may increase any one of its physical ability scores by 1.
Fallen Companion
At 3rd level, the companion can spend its hit dice during a short rest to regain hit points and rolls death saving throws if brought to zero hit points. If your animal companion is ever slain, the magical bond you share with its nature spirit allows you to return it to life, unlike races, beasts spirits return to nature. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and a token of your bond, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
Focused Training
Beginning at 7th level, you have spent many hours with your animal companion, honing their skills and developing their usefulness in combat. This is represented by a pool of Maneuver Points equal to half your ranger level rounded up. These points replenish after a short or long rest. At 7th level you may choose two of the following Training Maneuvers for you and your companion to have learned. If a Maneuver that can be extended is interrupted, its cost must be paid again to resume the Maneuver. Your DM has final say on whether a Training Maneuver is available to your specific beast.
maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier.
By 11th level your training with your animal companion has advanced, enabling new Training maneuver options. You may choose 2 more Training maneuvers to have prepared with your animal companion. Your options now include more powerful Dedicated Training maneuvers requiring 2 points to use.
At 15th level your bond with your beast companion is so strong that it enables you to train team maneuvers with your beast that no other beast would allow. You may choose 2 more Training maneuvers from any of the maneuvers, including the most powerful Exceptional Training maneuvers requiring 3 points to use.
Call of the Wild
Your animal companion gets dangerously close to an enemy target before releasing a deafening animalistic noise. After marking a target by hitting it with a weapon attack, you may spend 1 maneuver Point to use your bonus action and your beast’s reaction. You command your beast, if it is within movement range of the target, to enter melee range and deafen them with a cry. The target must make a CON saving throw or take 1d6 thunder damage and be deafened for that many rounds.
Fetch
You've taught your companion the oldest trick there is. You may spend 1 maneuver Point to use your bonus action and your beast’s reaction. You command your beast to carry an item, weighing no more than is reasonable, from one place to another. It may retrieve the item during movement, but the total distance traveled must not exceed the beast’s movement speed. You may spend your beast’s reaction to continue this maneuver on subsequent turns.
Instinctive Coordination
You and your beast gang up on an enemy to throw them off balance and leave them in the dirt. You may spend 1 maneuver Point to use your bonus action and your beast’s reaction to coordinate an attack which leaves your enemy flat on their back. When you hit a creature of size Large or smaller with an attack, if your beast is within movement range of that creature, your beast strikes them simultaneously to take them down. The creature must succeed on a STR saving throw or be knocked prone.
Intimidating Display
Your animal companion taps into their bestial ferocity to intimidate a foe. You may spend 1 maneuver Point to use your bonus action and your beast’s reaction. You command your companion, if it can move to within 10ft of the target, to scare an enemy creature. The target must make a WIS saving throw or become frightened of your animal companion until the end of your next turn. If a target succeeds on their save, they cannot be frightened by your animal companion for 24 hours.
Play Dead
You've trained your beast to take a fall. When your animal companion takes damage, you can spend 1 maneuver Point to use yours and your beast’s reactions to have your companion play dead. So long as your beast doesn’t move before the end of your next turn, the first attack it makes is made with advantage. You can use your bonus action to extend the duration of your beast's fake demise.
Tag Team
Your animal companion and yourself have learned to work as a duo, attacking in tandem to give each other openings. While your beast companion is within threatening range of a creature, you may spend 1 maneuver Point to use your bonus action and your beast’s reaction. You command your beast to draw the target’s full attention for a time, conveying advantage on your next attack against that creature this round.
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.
Dedicated Training
By 11th level your training with your animal companion has advanced, enabling new, companion maneuver options. You may now choose 2 options from the Dedicated Training list to have prepared with your animal companion. These maneuvers typically cost 2 points. Your DM has final say on whether a Training maneuver is available to your specific beast.
Death Grip
Your animal companion latches onto an enemy creature within melee range and does everything within its power to hold them in place. You may spend 2 maneuver Points to use your bonus action and your beast’s reaction to have your beast attempt to grapple a creature of size Large or smaller within its movement range. Your beast makes a STR check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If your beast’s check succeeds, the target is considered grappled and takes 1d6 bludgeoning damage. You may spend your beast’s reaction to continue this maneuver on subsequent turns if the target hasn't broken free. The target takes an additional 1d6 bludgeoning damage every turn they remain grappled.
Disarming Strike
Your animal companion snatches at an enemy’s weapon attempting to knock or pull it from their grip. After hitting a creature with an attack, you may spend 1 maneuver Point to use your bonus action and your beast’s reaction. You command your companion to target an item the enemy is holding and the creature must make a STR saving throw. On a failed save the creature is disarmed of the object and you may spend an additional maneuver Point to have your beast retain hold of the item.
Predatory Ambush
Your companion moves unnoticed around the battlefield waiting for your signal to attack. After you hit a creature with a weapon attack, if your animal is hidden and within movement range of the creature, you may spend 1 maneuver Point to use your bonus action and your beast’s reaction. You command your beast to make an opportunistic strike against the same target. Your beast has advantage on its attack roll and, on a hit, adds 3d6 sneak attack damage to its damage roll.
Territorial Defense
Your animal companion weaves through the battlefield around you, staying close and lashing out at any unfriendly creature that approaches. You may spend 2 maneuver Points to use your bonus action and your beast’s reaction to have your companion keep guard in a 20ft radius zone around you. Until the beginning of your next turn your animal companion will protect that zone, allowing it to make unlimited attacks of opportunity against enemies passing through the area. You may spend your bonus action and your beast’s reaction to continue this maneuver on subsequent turns.
Trample
Your animal companion rushes to defend you against attackers. After taking damage from an enemy creature you may spend 2 maneuver Points to use yours and your beast’s reactions to signal your companion to charge at your attacker. So long as the target is within movement range of your beast, a size equal to or smaller than that of your beast, and your beast runs at least 20ft straight toward them, the target must make a DEX saving throw or be knocked prone. If the target is successfully knocked prone, your companion may also make a single standard attack against the creature with its natural weapon.
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
Exceptional Training
At 15th level your bond with your beast companion is so strong that it enables you to train team maneuvers with your beast that no other beast would allow. You may choose 2 more additional maneuvers from the Exceptional Training options. These options typically require 3 points to utilize. Your DM has final say on whether a Training maneuver is available to your specific companion.
Go for the Eyes
Your animal companion makes a targeted attack on an enemy’s eyes, sacrificing damage for lasting impact. After marking a target by hitting a creature with a weapon attack, you may spend 3 maneuver Points to use your bonus action and your beast’s reaction. You command your beast companion, if it is within movement range of the target and can reach the target’s eyes, to attempt to blind it. The creature makes a CON saving throw and on a failure is blinded for 24 hours.
Lick Wounds
You and your companion know when to pull back from the fray to catch your breath and regroup. After using your action to have your beast disengage, you may spend 3 maneuver Points to use your bonus action and your beast’s reaction. Your beast may move up to its movement speed, then both you and your beast companion may spend up to two hit dice each, both of you regaining hit points equal to the combined total.
Stampede
Your companion ploughs through the battlefield, unable to be stopped. When using your action to have your animal companion dash, you may spend 3 maneuver Points to use your bonus action and animal’s reaction. You command your companion to form a one beast stampede. Moving in a straight line, any creatures in your beast’s path must make a DEX saving throw or be knocked prone. Your companion does not trigger attacks of opportunity while stampeding in this way.
Tandem Guard
You and your beast assume a tight formation, watching each other’s backs and increasing the defenses of both of you. If you are within your beast’s movement range, you may spend 3 maneuver Points to use your bonus action and your beast’s reaction to move your beast to within 5ft of you. Until the beginning of your next turn all attacks against you or your animal companion are made at disadvantage. You may spend your bonus action and your beast’s reaction to continue this maneuver on subsequent turns.
Wild Mount
Your beast has grown in strength and discipline under your guidance and can carry you in combat as a mount for a short time. When within 5ft of your companion you may spend 3 maneuver Points to use your bonus action and your beast’s reaction. Using 5ft of movement, you mount your companion and the beast will carry you bareback for a number of rounds equal to its CON modifier. During this time, you gain the benefit of your beast’s movement speed, advantage on melee attacks against any creature smaller than your mount, and your ranged attacks ignore half cover. You may dismount as a bonus action. Unless your companion is of a size category larger than yourself, for every additional round you remain mounted your beast takes a level of exhaustion.
Previous Versions
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4/7/2024 6:12:39 AM
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